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1/*
2* Copyright (c) Contributors, http://www.openmetaverse.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;
29using System.Collections.Generic;
30using OpenSim.Physics.Manager;
31
32namespace OpenSim.Region.Physics.BasicPhysicsPlugin
33{
34 /// <summary>
35 /// Will be the PhysX plugin but for now will be a very basic physics engine
36 /// </summary>
37 public class BasicPhysicsPlugin : IPhysicsPlugin
38 {
39 private BasicScene _mScene;
40
41 public BasicPhysicsPlugin()
42 {
43
44 }
45
46 public bool Init()
47 {
48 return true;
49 }
50
51 public PhysicsScene GetScene()
52 {
53 return new BasicScene();
54 }
55
56 public string GetName()
57 {
58 return("basicphysics");
59 }
60
61 public void Dispose()
62 {
63
64 }
65 }
66
67 public class BasicScene :PhysicsScene
68 {
69 private List<BasicActor> _actors = new List<BasicActor>();
70 private float[] _heightMap;
71
72 public BasicScene()
73 {
74
75 }
76
77 public override PhysicsActor AddAvatar(PhysicsVector position)
78 {
79 BasicActor act = new BasicActor();
80 act.Position = position;
81 _actors.Add(act);
82 return act;
83 }
84
85 public override void RemoveAvatar(PhysicsActor actor)
86 {
87 BasicActor act = (BasicActor)actor;
88 if(_actors.Contains(act))
89 {
90 _actors.Remove(act);
91 }
92
93 }
94
95 public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
96 {
97 return null;
98 }
99
100 public override void Simulate(float timeStep)
101 {
102 foreach (BasicActor actor in _actors)
103 {
104 actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
105 actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
106 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
107 /*if(actor.Flying)
108 {
109 actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
110 }
111 else
112 {
113 actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep);
114 }
115 if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1))
116 {*/
117 if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
118 {
119 actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1;
120 }
121 else
122 {
123 if (actor.Position.Y < 0)
124 {
125 actor.Position.Y = 0;
126 }
127 else if (actor.Position.Y > 256)
128 {
129 actor.Position.Y = 256;
130 }
131
132 if (actor.Position.X < 0)
133 {
134 actor.Position.X = 0;
135 }
136 if (actor.Position.X > 256)
137 {
138 actor.Position.X = 256;
139 }
140 }
141 //}
142
143
144
145 // This code needs sorting out - border crossings etc
146/* if(actor.Position.X<0)
147 {
148 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
149 actor.Position.X = 0;
150 actor.Velocity.X = 0;
151 }
152 if(actor.Position.Y < 0)
153 {
154 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
155 actor.Position.Y = 0;
156 actor.Velocity.Y = 0;
157 }
158 if(actor.Position.X > 255)
159 {
160 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
161 actor.Position.X = 255;
162 actor.Velocity.X = 0;
163 }
164 if(actor.Position.Y > 255)
165 {
166 ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
167 actor.Position.Y = 255;
168 actor.Velocity.X = 0;
169 }*/
170 }
171 }
172
173 public override void GetResults()
174 {
175
176 }
177
178 public override bool IsThreaded
179 {
180 get
181 {
182 return(false); // for now we won't be multithreaded
183 }
184 }
185
186 public override void SetTerrain(float[] heightMap)
187 {
188 this._heightMap = heightMap;
189 }
190
191 public override void DeleteTerrain()
192 {
193
194 }
195 }
196
197 public class BasicActor : PhysicsActor
198 {
199 private PhysicsVector _position;
200 private PhysicsVector _velocity;
201 private PhysicsVector _acceleration;
202 private bool flying;
203 public BasicActor()
204 {
205 _velocity = new PhysicsVector();
206 _position = new PhysicsVector();
207 _acceleration = new PhysicsVector();
208 }
209
210 public override bool Flying
211 {
212 get
213 {
214 return false;
215 }
216 set
217 {
218 flying= value;
219 }
220 }
221
222 public override PhysicsVector Position
223 {
224 get
225 {
226 return _position;
227 }
228 set
229 {
230 _position = value;
231 }
232 }
233
234 public override PhysicsVector Velocity
235 {
236 get
237 {
238 return _velocity;
239 }
240 set
241 {
242 _velocity = value;
243 }
244 }
245
246 public override Axiom.MathLib.Quaternion Orientation
247 {
248 get
249 {
250 return Axiom.MathLib.Quaternion.Identity;
251 }
252 set
253 {
254
255 }
256 }
257
258 public override PhysicsVector Acceleration
259 {
260 get
261 {
262 return _acceleration;
263 }
264
265 }
266
267 public override bool Kinematic
268 {
269 get
270 {
271 return true;
272 }
273 set
274 {
275
276 }
277 }
278 public void SetAcceleration (PhysicsVector accel)
279 {
280 this._acceleration = accel;
281 }
282
283 public override void AddForce(PhysicsVector force)
284 {
285
286 }
287
288 public override void SetMomentum(PhysicsVector momentum)
289 {
290
291 }
292 }
293
294}