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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 void RemoveAvatar(PhysicsActor actor)
89 {
90 BasicActor act = (BasicActor)actor;
91 if(_actors.Contains(act))
92 {
93 _actors.Remove(act);
94 }
95
96 }
97
98 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
99 {
100 return null;
101 }
102
103 public override void Simulate(float timeStep)
104 {
105 foreach (BasicActor actor in _actors)
106 {
107 actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
108 actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
109 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
110 /*if(actor.Flying)
111 {
112 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
113 }
114 else
115 {
116 actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep);
117 }
118 if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1))
119 {*/
120 if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
121 {
122 actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1;
123 }
124 //}
125
126
127
128 // This code needs sorting out - border crossings etc
129/* if(actor.Position.X<0)
130 {
131 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
132 actor.Position.X = 0;
133 actor.Velocity.X = 0;
134 }
135 if(actor.Position.Y < 0)
136 {
137 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
138 actor.Position.Y = 0;
139 actor.Velocity.Y = 0;
140 }
141 if(actor.Position.X > 255)
142 {
143 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
144 actor.Position.X = 255;
145 actor.Velocity.X = 0;
146 }
147 if(actor.Position.Y > 255)
148 {
149 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
150 actor.Position.Y = 255;
151 actor.Velocity.X = 0;
152 }*/
153 }
154 }
155
156 public override void GetResults()
157 {
158
159 }
160
161 public override bool IsThreaded
162 {
163 get
164 {
165 return(false); // for now we won't be multithreaded
166 }
167 }
168
169 public override void SetTerrain(float[] heightMap)
170 {
171 this._heightMap = heightMap;
172 }
173
174 public override void DeleteTerrain()
175 {
176
177 }
178 }
179
180 public class BasicActor : PhysicsActor
181 {
182 private PhysicsVector _position;
183 private PhysicsVector _velocity;
184 private PhysicsVector _acceleration;
185 private bool flying;
186 public BasicActor()
187 {
188 _velocity = new PhysicsVector();
189 _position = new PhysicsVector();
190 _acceleration = new PhysicsVector();
191 }
192
193 public override bool Flying
194 {
195 get
196 {
197 return false;
198 }
199 set
200 {
201 flying= value;
202 }
203 }
204
205 public override PhysicsVector Position
206 {
207 get
208 {
209 return _position;
210 }
211 set
212 {
213 _position = value;
214 }
215 }
216
217 public override PhysicsVector Velocity
218 {
219 get
220 {
221 return _velocity;
222 }
223 set
224 {
225 _velocity = value;
226 }
227 }
228
229 public override Axiom.MathLib.Quaternion Orientation
230 {
231 get
232 {
233 return Axiom.MathLib.Quaternion.Identity;
234 }
235 set
236 {
237
238 }
239 }
240
241 public override PhysicsVector Acceleration
242 {
243 get
244 {
245 return _acceleration;
246 }
247
248 }
249
250 public override bool Kinematic
251 {
252 get
253 {
254 return true;
255 }
256 set
257 {
258
259 }
260 }
261 public void SetAcceleration (PhysicsVector accel)
262 {
263 this._acceleration = accel;
264 }
265
266 public override void AddForce(PhysicsVector force)
267 {
268
269 }
270
271 public override void SetMomentum(PhysicsVector momentum)
272 {
273
274 }
275 }
276
277}