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1/*
2* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
3*
4* Redistribution and use in source and binary forms, with or without
5* modification, are permitted provided that the following conditions are met:
6* * Redistributions of source code must retain the above copyright
7* notice, this list of conditions and the following disclaimer.
8* * Redistributions in binary form must reproduce the above copyright
9* notice, this list of conditions and the following disclaimer in the
10* documentation and/or other materials provided with the distribution.
11* * Neither the name of the <organization> nor the
12* names of its contributors may be used to endorse or promote products
13* derived from this software without specific prior written permission.
14*
15* THIS SOFTWARE IS PROVIDED BY <copyright holder> ``AS IS'' AND ANY
16* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
17* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
18* DISCLAIMED. IN NO EVENT SHALL <copyright holder> BE LIABLE FOR ANY
19* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
20* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
21* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
22* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
23* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
24* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
25*
26*/
27using System;
28using System.Collections.Generic;
29using OpenSim.Physics.Manager;
30
31namespace OpenSim.Physics.BasicPhysicsPlugin
32{
33 /// <summary>
34 /// Will be the PhysX plugin but for now will be a very basic physics engine
35 /// </summary>
36 public class BasicPhysicsPlugin : IPhysicsPlugin
37 {
38 private BasicScene _mScene;
39
40 public BasicPhysicsPlugin()
41 {
42
43 }
44
45 public bool Init()
46 {
47 return true;
48 }
49
50 public PhysicsScene GetScene()
51 {
52 if(_mScene == null)
53 {
54 _mScene = new BasicScene();
55 }
56 return(_mScene);
57 }
58
59 public string GetName()
60 {
61 return("basicphysics");
62 }
63
64 public void Dispose()
65 {
66
67 }
68 }
69
70 public class BasicScene :PhysicsScene
71 {
72 private List<BasicActor> _actors = new List<BasicActor>();
73 private float[] _heightMap;
74
75 public BasicScene()
76 {
77
78 }
79
80 public override PhysicsActor AddAvatar(PhysicsVector position)
81 {
82 BasicActor act = new BasicActor();
83 act.Position = position;
84 _actors.Add(act);
85 return act;
86 }
87
88 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
89 {
90 return null;
91 }
92
93 public override void Simulate(float timeStep)
94 {
95 foreach (BasicActor actor in _actors)
96 {
97 actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
98 actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
99 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
100 /*if(actor.Flying)
101 {
102 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
103 }
104 else
105 {
106 actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep);
107 }
108 if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1))
109 {*/
110 actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1;
111 //}
112 if(actor.Position.X<0)
113 {
114 actor.Position.X = 0;
115 actor.Velocity.X = 0;
116 }
117 if(actor.Position.Y < 0)
118 {
119 actor.Position.Y = 0;
120 actor.Velocity.Y = 0;
121 }
122 if(actor.Position.X > 255)
123 {
124 actor.Position.X = 255;
125 actor.Velocity.X = 0;
126 }
127 if(actor.Position.Y > 255)
128 {
129 actor.Position.Y = 255;
130 actor.Velocity.X = 0;
131 }
132 }
133 }
134
135 public override void GetResults()
136 {
137
138 }
139
140 public override bool IsThreaded
141 {
142 get
143 {
144 return(false); // for now we won't be multithreaded
145 }
146 }
147
148 public override void SetTerrain(float[] heightMap)
149 {
150 this._heightMap = heightMap;
151 }
152 }
153
154 public class BasicActor : PhysicsActor
155 {
156 private PhysicsVector _position;
157 private PhysicsVector _velocity;
158 private PhysicsVector _acceleration;
159 private bool flying;
160 public BasicActor()
161 {
162 _velocity = new PhysicsVector();
163 _position = new PhysicsVector();
164 _acceleration = new PhysicsVector();
165 }
166
167 public override bool Flying
168 {
169 get
170 {
171 return false;
172 }
173 set
174 {
175 flying= value;
176 }
177 }
178
179 public override PhysicsVector Position
180 {
181 get
182 {
183 return _position;
184 }
185 set
186 {
187 _position = value;
188 }
189 }
190
191 public override PhysicsVector Velocity
192 {
193 get
194 {
195 return _velocity;
196 }
197 set
198 {
199 _velocity = value;
200 }
201 }
202
203 public override Axiom.MathLib.Quaternion Orientation
204 {
205 get
206 {
207 return Axiom.MathLib.Quaternion.Identity;
208 }
209 set
210 {
211
212 }
213 }
214
215 public override PhysicsVector Acceleration
216 {
217 get
218 {
219 return _acceleration;
220 }
221
222 }
223
224 public override bool Kinematic
225 {
226 get
227 {
228 return true;
229 }
230 set
231 {
232
233 }
234 }
235 public void SetAcceleration (PhysicsVector accel)
236 {
237 this._acceleration = accel;
238 }
239
240 public override void AddForce(PhysicsVector force)
241 {
242
243 }
244
245 public override void SetMomentum(PhysicsVector momentum)
246 {
247
248 }
249 }
250
251}