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authorJeff Ames2007-11-16 10:25:27 +0000
committerJeff Ames2007-11-16 10:25:27 +0000
commite3998230cc8e4283b013add367abdf91420b4b1f (patch)
treef6206557e95e41a07a86a0d8658f632632593383 /OpenSim
parent* ODE step two on the way to separate dynamic space allocation ( One more to ... (diff)
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added dummy POS physics plugin
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs58
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPlugin.cs301
2 files changed, 359 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs
new file mode 100644
index 0000000..962aad4
--- /dev/null
+++ b/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs
@@ -0,0 +1,58 @@
1/*
2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28using System.Reflection;
29using System.Runtime.InteropServices;
30
31// Information about this assembly is defined by the following
32// attributes.
33//
34// change them to the information which is associated with the assembly
35// you compile.
36
37[assembly : AssemblyTitle("POSPlugin")]
38[assembly : AssemblyDescription("")]
39[assembly : AssemblyConfiguration("")]
40[assembly : AssemblyCompany("")]
41[assembly : AssemblyProduct("POSPlugin")]
42[assembly : AssemblyCopyright("")]
43[assembly : AssemblyTrademark("")]
44[assembly : AssemblyCulture("")]
45
46// This sets the default COM visibility of types in the assembly to invisible.
47// If you need to expose a type to COM, use [ComVisible(true)] on that type.
48
49[assembly : ComVisible(false)]
50
51// The assembly version has following format :
52//
53// Major.Minor.Build.Revision
54//
55// You can specify all values by your own or you can build default build and revision
56// numbers with the '*' character (the default):
57
58[assembly : AssemblyVersion("1.0.*")] \ No newline at end of file
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
new file mode 100644
index 0000000..ef7b1f0
--- /dev/null
+++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
@@ -0,0 +1,301 @@
1/*
2* Copyright (c) Contributors, http://opensimulator.org/
3* See CONTRIBUTORS.TXT for a full list of copyright holders.
4*
5* Redistribution and use in source and binary forms, with or without
6* modification, are permitted provided that the following conditions are met:
7* * Redistributions of source code must retain the above copyright
8* notice, this list of conditions and the following disclaimer.
9* * Redistributions in binary form must reproduce the above copyright
10* notice, this list of conditions and the following disclaimer in the
11* documentation and/or other materials provided with the distribution.
12* * Neither the name of the OpenSim Project nor the
13* names of its contributors may be used to endorse or promote products
14* derived from this software without specific prior written permission.
15*
16* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
17* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26*
27*/
28using System.Collections.Generic;
29using Axiom.Math;
30using OpenSim.Framework;
31using OpenSim.Region.Physics.Manager;
32
33namespace OpenSim.Region.Physics.POSPlugin
34{
35 /// <summary>
36 /// for now will be a very POS physics engine
37 /// </summary>
38 public class POSPlugin : IPhysicsPlugin
39 {
40 public POSPlugin()
41 {
42 }
43
44 public bool Init()
45 {
46 return true;
47 }
48
49 public PhysicsScene GetScene()
50 {
51 return new POSScene();
52 }
53
54 public string GetName()
55 {
56 return ("POS");
57 }
58
59 public void Dispose()
60 {
61 }
62 }
63
64 public class POSScene : PhysicsScene
65 {
66 private List<POSActor> _actors = new List<POSActor>();
67 private float[] _heightMap;
68
69 public POSScene()
70 {
71 }
72
73 public override void Initialise(IMesher meshmerizer)
74 {
75 // Does nothing right now
76 }
77
78 public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
79 {
80 POSActor act = new POSActor();
81 act.Position = position;
82 _actors.Add(act);
83 return act;
84 }
85
86 public override void RemovePrim(PhysicsActor prim)
87 {
88 }
89
90 public override void RemoveAvatar(PhysicsActor actor)
91 {
92 POSActor act = (POSActor) actor;
93 if (_actors.Contains(act))
94 {
95 _actors.Remove(act);
96 }
97 }
98
99/*
100 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
101 {
102 return null;
103 }
104*/
105
106 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
107 PhysicsVector size, Quaternion rotation)
108 {
109 return this.AddPrimShape(primName, pbs, position, size, rotation, false);
110 }
111
112 public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
113 PhysicsVector size, Quaternion rotation, bool isPhysical)
114 {
115 return null;
116 }
117
118 public override void Simulate(float timeStep)
119 {
120 foreach (POSActor actor in _actors)
121 {
122 actor.Position.X = actor.Position.X + (actor.Velocity.X*timeStep);
123 actor.Position.Y = actor.Position.Y + (actor.Velocity.Y*timeStep);
124 if (actor.Position.Y < 0)
125 {
126 actor.Position.Y = 0.1F;
127 }
128 else if (actor.Position.Y >= 256)
129 {
130 actor.Position.Y = 255.9F;
131 }
132
133 if (actor.Position.X < 0)
134 {
135 actor.Position.X = 0.1F;
136 }
137 else if (actor.Position.X > 256)
138 {
139 actor.Position.X = 255.9F;
140 }
141
142 float height = _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 1.0f;
143 if (actor.Flying)
144 {
145 if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
146 _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 2)
147 {
148 actor.Position.Z = height;
149 actor.Velocity.Z = 0;
150 }
151 else
152 {
153 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z*timeStep);
154 }
155 }
156 else
157 {
158 actor.Position.Z = height;
159 actor.Velocity.Z = 0;
160 }
161 }
162 }
163
164 public override void GetResults()
165 {
166 }
167
168 public override bool IsThreaded
169 {
170 get { return (false); // for now we won't be multithreaded
171 }
172 }
173
174 public override void SetTerrain(float[] heightMap)
175 {
176 _heightMap = heightMap;
177 }
178
179 public override void DeleteTerrain()
180 {
181 }
182 }
183
184 public class POSActor : PhysicsActor
185 {
186 private PhysicsVector _position;
187 private PhysicsVector _velocity;
188 private PhysicsVector _acceleration;
189 private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
190 private bool flying;
191 private bool iscolliding;
192
193 public POSActor()
194 {
195 _velocity = new PhysicsVector();
196 _position = new PhysicsVector();
197 _acceleration = new PhysicsVector();
198 }
199 public override int PhysicsActorType
200 {
201 get { return (int)ActorTypes.Agent; }
202 set { return; }
203 }
204 public override PhysicsVector RotationalVelocity
205 {
206 get { return m_rotationalVelocity; }
207 set { m_rotationalVelocity = value; }
208 }
209 public override bool SetAlwaysRun
210 {
211 get { return false; }
212 set { return; }
213 }
214 public override bool IsPhysical
215 {
216 get { return false; }
217 set { return; }
218 }
219 public override bool ThrottleUpdates
220 {
221 get { return false; }
222 set { return; }
223 }
224 public override bool Flying
225 {
226 get { return flying; }
227 set { flying = value; }
228 }
229
230 public override bool IsColliding
231 {
232 get { return iscolliding; }
233 set { iscolliding = value; }
234 }
235 public override bool CollidingGround
236 {
237 get { return false; }
238 set { return; }
239 }
240 public override bool CollidingObj
241 {
242 get { return false; }
243 set { return; }
244 }
245 public override PhysicsVector Position
246 {
247 get { return _position; }
248 set { _position = value; }
249 }
250
251 public override PhysicsVector Size
252 {
253 get { return new PhysicsVector(0, 0, 0); }
254 set { }
255 }
256
257 public override PrimitiveBaseShape Shape
258 {
259 set
260 {
261 return;
262 }
263 }
264
265 public override PhysicsVector Velocity
266 {
267 get { return _velocity; }
268 set { _velocity = value; }
269 }
270
271 public override Quaternion Orientation
272 {
273 get { return Quaternion.Identity; }
274 set { }
275 }
276
277 public override PhysicsVector Acceleration
278 {
279 get { return _acceleration; }
280 }
281
282 public override bool Kinematic
283 {
284 get { return true; }
285 set { }
286 }
287
288 public void SetAcceleration(PhysicsVector accel)
289 {
290 _acceleration = accel;
291 }
292
293 public override void AddForce(PhysicsVector force)
294 {
295 }
296
297 public override void SetMomentum(PhysicsVector momentum)
298 {
299 }
300 }
301}