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Diffstat (limited to 'OpenSim/Region/Physics/POSPlugin/POSScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/POSPlugin/POSScene.cs | 270 |
1 files changed, 0 insertions, 270 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSScene.cs b/OpenSim/Region/Physics/POSPlugin/POSScene.cs deleted file mode 100644 index 2f24a50..0000000 --- a/OpenSim/Region/Physics/POSPlugin/POSScene.cs +++ /dev/null | |||
@@ -1,270 +0,0 @@ | |||
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 OpenSimulator 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 | |||
28 | using System; | ||
29 | using System.Collections.Generic; | ||
30 | using Nini.Config; | ||
31 | using OpenMetaverse; | ||
32 | using OpenSim.Framework; | ||
33 | using OpenSim.Region.Physics.Manager; | ||
34 | |||
35 | namespace OpenSim.Region.Physics.POSPlugin | ||
36 | { | ||
37 | public class POSScene : PhysicsScene | ||
38 | { | ||
39 | private List<POSCharacter> _characters = new List<POSCharacter>(); | ||
40 | private List<POSPrim> _prims = new List<POSPrim>(); | ||
41 | private float[] _heightMap; | ||
42 | private const float gravity = -9.8f; | ||
43 | |||
44 | //protected internal string sceneIdentifier; | ||
45 | |||
46 | public POSScene(String _sceneIdentifier) | ||
47 | { | ||
48 | //sceneIdentifier = _sceneIdentifier; | ||
49 | } | ||
50 | |||
51 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
52 | { | ||
53 | } | ||
54 | |||
55 | public override void Dispose() | ||
56 | { | ||
57 | } | ||
58 | |||
59 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
60 | { | ||
61 | POSCharacter act = new POSCharacter(); | ||
62 | act.Position = position; | ||
63 | act.Flying = isFlying; | ||
64 | _characters.Add(act); | ||
65 | return act; | ||
66 | } | ||
67 | |||
68 | public override void RemovePrim(PhysicsActor prim) | ||
69 | { | ||
70 | POSPrim p = (POSPrim) prim; | ||
71 | if (_prims.Contains(p)) | ||
72 | { | ||
73 | _prims.Remove(p); | ||
74 | } | ||
75 | } | ||
76 | |||
77 | public override void RemoveAvatar(PhysicsActor character) | ||
78 | { | ||
79 | POSCharacter act = (POSCharacter) character; | ||
80 | if (_characters.Contains(act)) | ||
81 | { | ||
82 | _characters.Remove(act); | ||
83 | } | ||
84 | } | ||
85 | |||
86 | /* | ||
87 | public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) | ||
88 | { | ||
89 | return null; | ||
90 | } | ||
91 | */ | ||
92 | |||
93 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
94 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) | ||
95 | { | ||
96 | POSPrim prim = new POSPrim(); | ||
97 | prim.Position = position; | ||
98 | prim.Orientation = rotation; | ||
99 | prim.Size = size; | ||
100 | _prims.Add(prim); | ||
101 | return prim; | ||
102 | } | ||
103 | |||
104 | private bool isColliding(POSCharacter c, POSPrim p) | ||
105 | { | ||
106 | Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, | ||
107 | c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation); | ||
108 | Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation); | ||
109 | |||
110 | return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) && | ||
111 | Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) && | ||
112 | Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z))); | ||
113 | } | ||
114 | |||
115 | private bool isCollidingWithPrim(POSCharacter c) | ||
116 | { | ||
117 | foreach (POSPrim p in _prims) | ||
118 | { | ||
119 | if (isColliding(c, p)) | ||
120 | { | ||
121 | return true; | ||
122 | } | ||
123 | } | ||
124 | |||
125 | return false; | ||
126 | } | ||
127 | |||
128 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
129 | { | ||
130 | } | ||
131 | |||
132 | public override float Simulate(float timeStep) | ||
133 | { | ||
134 | float fps = 0; | ||
135 | for (int i = 0; i < _characters.Count; ++i) | ||
136 | { | ||
137 | fps++; | ||
138 | POSCharacter character = _characters[i]; | ||
139 | |||
140 | float oldposX = character.Position.X; | ||
141 | float oldposY = character.Position.Y; | ||
142 | float oldposZ = character.Position.Z; | ||
143 | |||
144 | if (!character.Flying) | ||
145 | { | ||
146 | character._target_velocity.Z += gravity * timeStep; | ||
147 | } | ||
148 | |||
149 | Vector3 characterPosition = character.Position; | ||
150 | |||
151 | characterPosition.X += character._target_velocity.X * timeStep; | ||
152 | characterPosition.Y += character._target_velocity.Y * timeStep; | ||
153 | |||
154 | characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); | ||
155 | characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); | ||
156 | |||
157 | bool forcedZ = false; | ||
158 | |||
159 | float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; | ||
160 | if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) | ||
161 | { | ||
162 | characterPosition.Z = terrainheight + character.Size.Z; | ||
163 | forcedZ = true; | ||
164 | } | ||
165 | else | ||
166 | { | ||
167 | characterPosition.Z += character._target_velocity.Z*timeStep; | ||
168 | } | ||
169 | |||
170 | /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- | ||
171 | /// Completely Bogus Collision Detection!!! | ||
172 | /// better known as the CBCD algorithm | ||
173 | |||
174 | if (isCollidingWithPrim(character)) | ||
175 | { | ||
176 | characterPosition.Z = oldposZ; // first try Z axis | ||
177 | if (isCollidingWithPrim(character)) | ||
178 | { | ||
179 | characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder | ||
180 | if (isCollidingWithPrim(character)) | ||
181 | { | ||
182 | characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard | ||
183 | if (isCollidingWithPrim(character)) | ||
184 | { | ||
185 | characterPosition.X = oldposX; | ||
186 | characterPosition.Y = oldposY; | ||
187 | characterPosition.Z = oldposZ; | ||
188 | |||
189 | characterPosition.X += character._target_velocity.X * timeStep; | ||
190 | if (isCollidingWithPrim(character)) | ||
191 | { | ||
192 | characterPosition.X = oldposX; | ||
193 | } | ||
194 | |||
195 | characterPosition.Y += character._target_velocity.Y * timeStep; | ||
196 | if (isCollidingWithPrim(character)) | ||
197 | { | ||
198 | characterPosition.Y = oldposY; | ||
199 | } | ||
200 | } | ||
201 | else | ||
202 | { | ||
203 | forcedZ = true; | ||
204 | } | ||
205 | } | ||
206 | else | ||
207 | { | ||
208 | forcedZ = true; | ||
209 | } | ||
210 | } | ||
211 | else | ||
212 | { | ||
213 | forcedZ = true; | ||
214 | } | ||
215 | } | ||
216 | |||
217 | characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); | ||
218 | characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); | ||
219 | |||
220 | character.Position = characterPosition; | ||
221 | |||
222 | character._velocity.X = (character.Position.X - oldposX)/timeStep; | ||
223 | character._velocity.Y = (character.Position.Y - oldposY)/timeStep; | ||
224 | |||
225 | if (forcedZ) | ||
226 | { | ||
227 | character._velocity.Z = 0; | ||
228 | character._target_velocity.Z = 0; | ||
229 | ((PhysicsActor)character).IsColliding = true; | ||
230 | character.RequestPhysicsterseUpdate(); | ||
231 | } | ||
232 | else | ||
233 | { | ||
234 | ((PhysicsActor)character).IsColliding = false; | ||
235 | character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; | ||
236 | } | ||
237 | } | ||
238 | return fps; | ||
239 | } | ||
240 | |||
241 | public override void GetResults() | ||
242 | { | ||
243 | } | ||
244 | |||
245 | public override bool IsThreaded | ||
246 | { | ||
247 | // for now we won't be multithreaded | ||
248 | get { return (false); } | ||
249 | } | ||
250 | |||
251 | public override void SetTerrain(float[] heightMap) | ||
252 | { | ||
253 | _heightMap = heightMap; | ||
254 | } | ||
255 | |||
256 | public override void DeleteTerrain() | ||
257 | { | ||
258 | } | ||
259 | |||
260 | public override void SetWaterLevel(float baseheight) | ||
261 | { | ||
262 | } | ||
263 | |||
264 | public override Dictionary<uint, float> GetTopColliders() | ||
265 | { | ||
266 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
267 | return returncolliders; | ||
268 | } | ||
269 | } | ||
270 | } | ||