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Diffstat (limited to 'OpenSim.Physics/OdePlugin/OdePlugin.cs')
-rw-r--r-- | OpenSim.Physics/OdePlugin/OdePlugin.cs | 357 |
1 files changed, 357 insertions, 0 deletions
diff --git a/OpenSim.Physics/OdePlugin/OdePlugin.cs b/OpenSim.Physics/OdePlugin/OdePlugin.cs new file mode 100644 index 0000000..cb96533 --- /dev/null +++ b/OpenSim.Physics/OdePlugin/OdePlugin.cs | |||
@@ -0,0 +1,357 @@ | |||
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 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using OpenSim.Physics.Manager; | ||
30 | |||
31 | namespace OpenSim.Physics.OdePlugin | ||
32 | { | ||
33 | /// <summary> | ||
34 | /// ODE plugin | ||
35 | /// </summary> | ||
36 | public class OdePlugin : IPhysicsPlugin | ||
37 | { | ||
38 | private OdeScene _mScene; | ||
39 | |||
40 | public OdePlugin() | ||
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 OdeScene(); | ||
55 | } | ||
56 | return(_mScene); | ||
57 | } | ||
58 | |||
59 | public string GetName() | ||
60 | { | ||
61 | return("OpenDynamicsEngine"); | ||
62 | } | ||
63 | |||
64 | public void Dispose() | ||
65 | { | ||
66 | |||
67 | } | ||
68 | } | ||
69 | |||
70 | public class OdeScene :PhysicsScene | ||
71 | { | ||
72 | |||
73 | public OdeScene() | ||
74 | { | ||
75 | |||
76 | } | ||
77 | |||
78 | public override PhysicsActor AddAvatar(PhysicsVector position) | ||
79 | { | ||
80 | PhysicsVector pos = new PhysicsVector(); | ||
81 | pos.X = position.X; | ||
82 | pos.Y = position.Y; | ||
83 | pos.Z = position.Z; | ||
84 | return new OdeCharacter(); | ||
85 | } | ||
86 | |||
87 | public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) | ||
88 | { | ||
89 | PhysicsVector pos = new PhysicsVector(); | ||
90 | pos.X = position.X; | ||
91 | pos.Y = position.Y; | ||
92 | pos.Z = position.Z; | ||
93 | PhysicsVector siz = new PhysicsVector(); | ||
94 | siz.X = size.X; | ||
95 | siz.Y = size.Y; | ||
96 | siz.Z = size.Z; | ||
97 | return new OdePrim(); | ||
98 | } | ||
99 | |||
100 | public override void Simulate(float timeStep) | ||
101 | { | ||
102 | |||
103 | } | ||
104 | |||
105 | public override void GetResults() | ||
106 | { | ||
107 | |||
108 | } | ||
109 | |||
110 | public override bool IsThreaded | ||
111 | { | ||
112 | get | ||
113 | { | ||
114 | return(false); // for now we won't be multithreaded | ||
115 | } | ||
116 | } | ||
117 | |||
118 | public override void SetTerrain(float[] heightMap) | ||
119 | { | ||
120 | } | ||
121 | } | ||
122 | |||
123 | public class OdeCharacter : PhysicsActor | ||
124 | { | ||
125 | private PhysicsVector _position; | ||
126 | private PhysicsVector _velocity; | ||
127 | private PhysicsVector _acceleration; | ||
128 | private bool flying; | ||
129 | private float gravityAccel; | ||
130 | |||
131 | public OdeCharacter() | ||
132 | { | ||
133 | _velocity = new PhysicsVector(); | ||
134 | _position = new PhysicsVector(); | ||
135 | _acceleration = new PhysicsVector(); | ||
136 | } | ||
137 | |||
138 | public override bool Flying | ||
139 | { | ||
140 | get | ||
141 | { | ||
142 | return flying; | ||
143 | } | ||
144 | set | ||
145 | { | ||
146 | flying = value; | ||
147 | } | ||
148 | } | ||
149 | |||
150 | public override PhysicsVector Position | ||
151 | { | ||
152 | get | ||
153 | { | ||
154 | return _position; | ||
155 | } | ||
156 | set | ||
157 | { | ||
158 | _position = value; | ||
159 | } | ||
160 | } | ||
161 | |||
162 | public override PhysicsVector Velocity | ||
163 | { | ||
164 | get | ||
165 | { | ||
166 | return _velocity; | ||
167 | } | ||
168 | set | ||
169 | { | ||
170 | _velocity = value; | ||
171 | } | ||
172 | } | ||
173 | |||
174 | public override bool Kinematic | ||
175 | { | ||
176 | get | ||
177 | { | ||
178 | return false; | ||
179 | } | ||
180 | set | ||
181 | { | ||
182 | |||
183 | } | ||
184 | } | ||
185 | |||
186 | public override Axiom.MathLib.Quaternion Orientation | ||
187 | { | ||
188 | get | ||
189 | { | ||
190 | return Axiom.MathLib.Quaternion.Identity; | ||
191 | } | ||
192 | set | ||
193 | { | ||
194 | |||
195 | } | ||
196 | } | ||
197 | |||
198 | public override PhysicsVector Acceleration | ||
199 | { | ||
200 | get | ||
201 | { | ||
202 | return _acceleration; | ||
203 | } | ||
204 | |||
205 | } | ||
206 | public void SetAcceleration (PhysicsVector accel) | ||
207 | { | ||
208 | this._acceleration = accel; | ||
209 | } | ||
210 | |||
211 | public override void AddForce(PhysicsVector force) | ||
212 | { | ||
213 | |||
214 | } | ||
215 | |||
216 | public override void SetMomentum(PhysicsVector momentum) | ||
217 | { | ||
218 | |||
219 | } | ||
220 | |||
221 | public void Move(float timeStep) | ||
222 | { | ||
223 | PhysicsVector vec = new PhysicsVector(); | ||
224 | vec.X = this._velocity.X * timeStep; | ||
225 | vec.Y = this._velocity.Y * timeStep; | ||
226 | if(flying) | ||
227 | { | ||
228 | vec.Z = ( this._velocity.Z) * timeStep; | ||
229 | } | ||
230 | else | ||
231 | { | ||
232 | gravityAccel+= -9.8f; | ||
233 | vec.Z = (gravityAccel + this._velocity.Z) * timeStep; | ||
234 | } | ||
235 | //int res = this._character.Move(vec); | ||
236 | //if(res == 1) | ||
237 | //{ | ||
238 | // gravityAccel = 0; | ||
239 | //} | ||
240 | } | ||
241 | |||
242 | public void UpdatePosition() | ||
243 | { | ||
244 | } | ||
245 | } | ||
246 | |||
247 | public class OdePrim : PhysicsActor | ||
248 | { | ||
249 | private PhysicsVector _position; | ||
250 | private PhysicsVector _velocity; | ||
251 | private PhysicsVector _acceleration; | ||
252 | |||
253 | public OdePrim() | ||
254 | { | ||
255 | _velocity = new PhysicsVector(); | ||
256 | _position = new PhysicsVector(); | ||
257 | _acceleration = new PhysicsVector(); | ||
258 | } | ||
259 | public override bool Flying | ||
260 | { | ||
261 | get | ||
262 | { | ||
263 | return false; //no flying prims for you | ||
264 | } | ||
265 | set | ||
266 | { | ||
267 | |||
268 | } | ||
269 | } | ||
270 | public override PhysicsVector Position | ||
271 | { | ||
272 | get | ||
273 | { | ||
274 | PhysicsVector pos = new PhysicsVector(); | ||
275 | //PhysicsVector vec = this._prim.Position; | ||
276 | //pos.X = vec.X; | ||
277 | //pos.Y = vec.Y; | ||
278 | //pos.Z = vec.Z; | ||
279 | return pos; | ||
280 | |||
281 | } | ||
282 | set | ||
283 | { | ||
284 | /*PhysicsVector vec = value; | ||
285 | PhysicsVector pos = new PhysicsVector(); | ||
286 | pos.X = vec.X; | ||
287 | pos.Y = vec.Y; | ||
288 | pos.Z = vec.Z; | ||
289 | this._prim.Position = pos;*/ | ||
290 | } | ||
291 | } | ||
292 | |||
293 | public override PhysicsVector Velocity | ||
294 | { | ||
295 | get | ||
296 | { | ||
297 | return _velocity; | ||
298 | } | ||
299 | set | ||
300 | { | ||
301 | _velocity = value; | ||
302 | } | ||
303 | } | ||
304 | |||
305 | public override bool Kinematic | ||
306 | { | ||
307 | get | ||
308 | { | ||
309 | return false; | ||
310 | //return this._prim.Kinematic; | ||
311 | } | ||
312 | set | ||
313 | { | ||
314 | //this._prim.Kinematic = value; | ||
315 | } | ||
316 | } | ||
317 | |||
318 | public override Axiom.MathLib.Quaternion Orientation | ||
319 | { | ||
320 | get | ||
321 | { | ||
322 | Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion(); | ||
323 | return res; | ||
324 | } | ||
325 | set | ||
326 | { | ||
327 | |||
328 | } | ||
329 | } | ||
330 | |||
331 | public override PhysicsVector Acceleration | ||
332 | { | ||
333 | get | ||
334 | { | ||
335 | return _acceleration; | ||
336 | } | ||
337 | |||
338 | } | ||
339 | public void SetAcceleration (PhysicsVector accel) | ||
340 | { | ||
341 | this._acceleration = accel; | ||
342 | } | ||
343 | |||
344 | public override void AddForce(PhysicsVector force) | ||
345 | { | ||
346 | |||
347 | } | ||
348 | |||
349 | public override void SetMomentum(PhysicsVector momentum) | ||
350 | { | ||
351 | |||
352 | } | ||
353 | |||
354 | |||
355 | } | ||
356 | |||
357 | } | ||