diff options
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs | 353 | ||||
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | 771 | ||||
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs | 345 | ||||
-rw-r--r-- | OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs | 183 |
5 files changed, 884 insertions, 770 deletions
diff --git a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs index 40d6b23..b1b2336f8 100644 --- a/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs +++ b/OpenSim/Region/CoreModules/World/Archiver/ArchiveReadRequest.cs | |||
@@ -432,6 +432,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver | |||
432 | currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4; | 432 | currentRegionSettings.TerrainTexture4 = loadedRegionSettings.TerrainTexture4; |
433 | currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun; | 433 | currentRegionSettings.UseEstateSun = loadedRegionSettings.UseEstateSun; |
434 | currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight; | 434 | currentRegionSettings.WaterHeight = loadedRegionSettings.WaterHeight; |
435 | |||
436 | currentRegionSettings.Save(); | ||
435 | 437 | ||
436 | IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>(); | 438 | IEstateModule estateModule = m_scene.RequestModuleInterface<IEstateModule>(); |
437 | 439 | ||
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs new file mode 100644 index 0000000..92261cd --- /dev/null +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXCharacter.cs | |||
@@ -0,0 +1,353 @@ | |||
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 OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using PhysXWrapper; | ||
34 | using Quaternion=OpenMetaverse.Quaternion; | ||
35 | using System.Reflection; | ||
36 | using log4net; | ||
37 | using OpenMetaverse; | ||
38 | |||
39 | namespace OpenSim.Region.Physics.PhysXPlugin | ||
40 | { | ||
41 | public class PhysXCharacter : PhysicsActor | ||
42 | { | ||
43 | private Vector3 _position; | ||
44 | private Vector3 _velocity; | ||
45 | private Vector3 m_rotationalVelocity = Vector3.Zero; | ||
46 | private Vector3 _acceleration; | ||
47 | private NxCharacter _character; | ||
48 | private bool flying; | ||
49 | private bool iscolliding = false; | ||
50 | private float gravityAccel; | ||
51 | |||
52 | public PhysXCharacter(NxCharacter character) | ||
53 | { | ||
54 | _character = character; | ||
55 | } | ||
56 | |||
57 | public override int PhysicsActorType | ||
58 | { | ||
59 | get { return (int) ActorTypes.Agent; } | ||
60 | set { return; } | ||
61 | } | ||
62 | |||
63 | public override bool SetAlwaysRun | ||
64 | { | ||
65 | get { return false; } | ||
66 | set { return; } | ||
67 | } | ||
68 | |||
69 | public override uint LocalID | ||
70 | { | ||
71 | set { return; } | ||
72 | } | ||
73 | |||
74 | public override bool Grabbed | ||
75 | { | ||
76 | set { return; } | ||
77 | } | ||
78 | |||
79 | public override bool Selected | ||
80 | { | ||
81 | set { return; } | ||
82 | } | ||
83 | |||
84 | public override float Buoyancy | ||
85 | { | ||
86 | get { return 0f; } | ||
87 | set { return; } | ||
88 | } | ||
89 | |||
90 | public override bool FloatOnWater | ||
91 | { | ||
92 | set { return; } | ||
93 | } | ||
94 | |||
95 | public override bool IsPhysical | ||
96 | { | ||
97 | get { return false; } | ||
98 | set { return; } | ||
99 | } | ||
100 | |||
101 | public override bool ThrottleUpdates | ||
102 | { | ||
103 | get { return false; } | ||
104 | set { return; } | ||
105 | } | ||
106 | |||
107 | public override bool Flying | ||
108 | { | ||
109 | get { return flying; } | ||
110 | set { flying = value; } | ||
111 | } | ||
112 | |||
113 | public override bool IsColliding | ||
114 | { | ||
115 | get { return iscolliding; } | ||
116 | set { iscolliding = value; } | ||
117 | } | ||
118 | |||
119 | public override bool CollidingGround | ||
120 | { | ||
121 | get { return false; } | ||
122 | set { return; } | ||
123 | } | ||
124 | |||
125 | public override bool CollidingObj | ||
126 | { | ||
127 | get { return false; } | ||
128 | set { return; } | ||
129 | } | ||
130 | |||
131 | public override Vector3 RotationalVelocity | ||
132 | { | ||
133 | get { return m_rotationalVelocity; } | ||
134 | set { m_rotationalVelocity = value; } | ||
135 | } | ||
136 | |||
137 | public override bool Stopped | ||
138 | { | ||
139 | get { return false; } | ||
140 | } | ||
141 | |||
142 | public override Vector3 Position | ||
143 | { | ||
144 | get { return _position; } | ||
145 | set | ||
146 | { | ||
147 | _position = value; | ||
148 | Vec3 ps = new Vec3(); | ||
149 | ps.X = value.X; | ||
150 | ps.Y = value.Y; | ||
151 | ps.Z = value.Z; | ||
152 | _character.Position = ps; | ||
153 | } | ||
154 | } | ||
155 | |||
156 | public override Vector3 Size | ||
157 | { | ||
158 | get { return Vector3.Zero; } | ||
159 | set { } | ||
160 | } | ||
161 | |||
162 | public override float Mass | ||
163 | { | ||
164 | get { return 0f; } | ||
165 | } | ||
166 | |||
167 | public override Vector3 Force | ||
168 | { | ||
169 | get { return Vector3.Zero; } | ||
170 | set { return; } | ||
171 | } | ||
172 | |||
173 | public override int VehicleType | ||
174 | { | ||
175 | get { return 0; } | ||
176 | set { return; } | ||
177 | } | ||
178 | |||
179 | public override void VehicleFloatParam(int param, float value) | ||
180 | { | ||
181 | } | ||
182 | |||
183 | public override void VehicleVectorParam(int param, Vector3 value) | ||
184 | { | ||
185 | } | ||
186 | |||
187 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
188 | { | ||
189 | } | ||
190 | |||
191 | public override void VehicleFlags(int param, bool remove) | ||
192 | { | ||
193 | } | ||
194 | |||
195 | public override void SetVolumeDetect(int param) | ||
196 | { | ||
197 | } | ||
198 | |||
199 | public override Vector3 CenterOfMass | ||
200 | { | ||
201 | get { return Vector3.Zero; } | ||
202 | } | ||
203 | |||
204 | public override Vector3 GeometricCenter | ||
205 | { | ||
206 | get { return Vector3.Zero; } | ||
207 | } | ||
208 | |||
209 | public override Vector3 Velocity | ||
210 | { | ||
211 | get { return _velocity; } | ||
212 | set { _velocity = value; } | ||
213 | } | ||
214 | |||
215 | public override float CollisionScore | ||
216 | { | ||
217 | get { return 0f; } | ||
218 | set { } | ||
219 | } | ||
220 | |||
221 | public override bool Kinematic | ||
222 | { | ||
223 | get { return false; } | ||
224 | set { } | ||
225 | } | ||
226 | |||
227 | public override Quaternion Orientation | ||
228 | { | ||
229 | get { return Quaternion.Identity; } | ||
230 | set { } | ||
231 | } | ||
232 | |||
233 | public override Vector3 Acceleration | ||
234 | { | ||
235 | get { return _acceleration; } | ||
236 | } | ||
237 | |||
238 | public void SetAcceleration(Vector3 accel) | ||
239 | { | ||
240 | _acceleration = accel; | ||
241 | } | ||
242 | |||
243 | public override void AddForce(Vector3 force, bool pushforce) | ||
244 | { | ||
245 | } | ||
246 | |||
247 | public override Vector3 Torque | ||
248 | { | ||
249 | get { return Vector3.Zero; } | ||
250 | set { return; } | ||
251 | } | ||
252 | |||
253 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
254 | { | ||
255 | } | ||
256 | |||
257 | public override void link(PhysicsActor obj) | ||
258 | { | ||
259 | } | ||
260 | |||
261 | public override void delink() | ||
262 | { | ||
263 | } | ||
264 | |||
265 | public override void LockAngularMotion(Vector3 axis) | ||
266 | { | ||
267 | } | ||
268 | |||
269 | public override void SetMomentum(Vector3 momentum) | ||
270 | { | ||
271 | } | ||
272 | |||
273 | public void Move(float timeStep) | ||
274 | { | ||
275 | Vec3 vec = new Vec3(); | ||
276 | vec.X = _velocity.X*timeStep; | ||
277 | vec.Y = _velocity.Y*timeStep; | ||
278 | if (flying) | ||
279 | { | ||
280 | vec.Z = (_velocity.Z)*timeStep; | ||
281 | } | ||
282 | else | ||
283 | { | ||
284 | gravityAccel += -9.8f; | ||
285 | vec.Z = (gravityAccel + _velocity.Z)*timeStep; | ||
286 | } | ||
287 | int res = _character.Move(vec); | ||
288 | if (res == 1) | ||
289 | { | ||
290 | gravityAccel = 0; | ||
291 | } | ||
292 | } | ||
293 | |||
294 | public override PrimitiveBaseShape Shape | ||
295 | { | ||
296 | set { return; } | ||
297 | } | ||
298 | |||
299 | public void UpdatePosition() | ||
300 | { | ||
301 | Vec3 vec = _character.Position; | ||
302 | _position.X = vec.X; | ||
303 | _position.Y = vec.Y; | ||
304 | _position.Z = vec.Z; | ||
305 | } | ||
306 | |||
307 | public override void CrossingFailure() | ||
308 | { | ||
309 | } | ||
310 | |||
311 | public override Vector3 PIDTarget { set { return; } } | ||
312 | public override bool PIDActive { set { return; } } | ||
313 | public override float PIDTau { set { return; } } | ||
314 | |||
315 | public override float PIDHoverHeight { set { return; } } | ||
316 | public override bool PIDHoverActive { set { return; } } | ||
317 | public override PIDHoverType PIDHoverType { set { return; } } | ||
318 | public override float PIDHoverTau { set { return; } } | ||
319 | |||
320 | public override Quaternion APIDTarget | ||
321 | { | ||
322 | set { return; } | ||
323 | } | ||
324 | |||
325 | public override bool APIDActive | ||
326 | { | ||
327 | set { return; } | ||
328 | } | ||
329 | |||
330 | public override float APIDStrength | ||
331 | { | ||
332 | set { return; } | ||
333 | } | ||
334 | |||
335 | public override float APIDDamping | ||
336 | { | ||
337 | set { return; } | ||
338 | } | ||
339 | |||
340 | public override void SubscribeEvents(int ms) | ||
341 | { | ||
342 | |||
343 | } | ||
344 | public override void UnSubscribeEvents() | ||
345 | { | ||
346 | |||
347 | } | ||
348 | public override bool SubscribedEvents() | ||
349 | { | ||
350 | return false; | ||
351 | } | ||
352 | } | ||
353 | } | ||
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs index dd2c686..ca7a4f8 100644 --- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs | |||
@@ -1,4 +1,4 @@ | |||
1 | /*/* | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ | 2 | * Copyright (c) Contributors, http://opensimulator.org/ |
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | 3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
4 | * | 4 | * |
@@ -73,773 +73,4 @@ namespace OpenSim.Region.Physics.PhysXPlugin | |||
73 | { | 73 | { |
74 | } | 74 | } |
75 | } | 75 | } |
76 | |||
77 | public class PhysXScene : PhysicsScene | ||
78 | { | ||
79 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
80 | private List<PhysXCharacter> _characters = new List<PhysXCharacter>(); | ||
81 | private List<PhysXPrim> _prims = new List<PhysXPrim>(); | ||
82 | private float[] _heightMap = null; | ||
83 | private NxPhysicsSDK mySdk; | ||
84 | private NxScene scene; | ||
85 | |||
86 | // protected internal string sceneIdentifier; | ||
87 | public PhysXScene(string _sceneIdentifier) | ||
88 | { | ||
89 | //sceneIdentifier = _sceneIdentifier; | ||
90 | |||
91 | mySdk = NxPhysicsSDK.CreateSDK(); | ||
92 | m_log.Info("Sdk created - now creating scene"); | ||
93 | scene = mySdk.CreateScene(); | ||
94 | } | ||
95 | |||
96 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
97 | { | ||
98 | // Does nothing right now | ||
99 | } | ||
100 | public override void Dispose() | ||
101 | { | ||
102 | |||
103 | } | ||
104 | |||
105 | public override void SetWaterLevel(float baseheight) | ||
106 | { | ||
107 | |||
108 | } | ||
109 | |||
110 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
111 | { | ||
112 | Vec3 pos = new Vec3(); | ||
113 | pos.X = position.X; | ||
114 | pos.Y = position.Y; | ||
115 | pos.Z = position.Z; | ||
116 | PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos)); | ||
117 | act.Flying = isFlying; | ||
118 | act.Position = position; | ||
119 | _characters.Add(act); | ||
120 | return act; | ||
121 | } | ||
122 | |||
123 | public override void RemovePrim(PhysicsActor prim) | ||
124 | { | ||
125 | } | ||
126 | |||
127 | public override void RemoveAvatar(PhysicsActor actor) | ||
128 | { | ||
129 | } | ||
130 | |||
131 | private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) | ||
132 | { | ||
133 | Vec3 pos = new Vec3(); | ||
134 | pos.X = position.X; | ||
135 | pos.Y = position.Y; | ||
136 | pos.Z = position.Z; | ||
137 | Vec3 siz = new Vec3(); | ||
138 | siz.X = size.X; | ||
139 | siz.Y = size.Y; | ||
140 | siz.Z = size.Z; | ||
141 | PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz)); | ||
142 | _prims.Add(act); | ||
143 | return act; | ||
144 | } | ||
145 | |||
146 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
147 | Vector3 size, Quaternion rotation) //To be removed | ||
148 | { | ||
149 | return AddPrimShape(primName, pbs, position, size, rotation, false); | ||
150 | } | ||
151 | |||
152 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
153 | Vector3 size, Quaternion rotation, bool isPhysical) | ||
154 | { | ||
155 | return AddPrim(position, size, rotation); | ||
156 | } | ||
157 | |||
158 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
159 | { | ||
160 | } | ||
161 | |||
162 | public override float Simulate(float timeStep) | ||
163 | { | ||
164 | float fps = 0f; | ||
165 | try | ||
166 | { | ||
167 | foreach (PhysXCharacter actor in _characters) | ||
168 | { | ||
169 | actor.Move(timeStep); | ||
170 | } | ||
171 | scene.Simulate(timeStep); | ||
172 | scene.FetchResults(); | ||
173 | scene.UpdateControllers(); | ||
174 | |||
175 | foreach (PhysXCharacter actor in _characters) | ||
176 | { | ||
177 | actor.UpdatePosition(); | ||
178 | } | ||
179 | } | ||
180 | catch (Exception e) | ||
181 | { | ||
182 | m_log.Error(e.Message); | ||
183 | } | ||
184 | return fps; | ||
185 | } | ||
186 | |||
187 | public override void GetResults() | ||
188 | { | ||
189 | } | ||
190 | |||
191 | public override bool IsThreaded | ||
192 | { | ||
193 | get { return (false); // for now we won't be multithreaded | ||
194 | } | ||
195 | } | ||
196 | |||
197 | public override void SetTerrain(float[] heightMap) | ||
198 | { | ||
199 | if (_heightMap != null) | ||
200 | { | ||
201 | m_log.Debug("PhysX - deleting old terrain"); | ||
202 | scene.DeleteTerrain(); | ||
203 | } | ||
204 | _heightMap = heightMap; | ||
205 | scene.AddTerrain(heightMap); | ||
206 | } | ||
207 | |||
208 | public override void DeleteTerrain() | ||
209 | { | ||
210 | scene.DeleteTerrain(); | ||
211 | } | ||
212 | |||
213 | public override Dictionary<uint, float> GetTopColliders() | ||
214 | { | ||
215 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
216 | return returncolliders; | ||
217 | } | ||
218 | |||
219 | } | ||
220 | |||
221 | public class PhysXCharacter : PhysicsActor | ||
222 | { | ||
223 | private Vector3 _position; | ||
224 | private Vector3 _velocity; | ||
225 | private Vector3 m_rotationalVelocity = Vector3.Zero; | ||
226 | private Vector3 _acceleration; | ||
227 | private NxCharacter _character; | ||
228 | private bool flying; | ||
229 | private bool iscolliding = false; | ||
230 | private float gravityAccel; | ||
231 | |||
232 | public PhysXCharacter(NxCharacter character) | ||
233 | { | ||
234 | _character = character; | ||
235 | } | ||
236 | |||
237 | public override int PhysicsActorType | ||
238 | { | ||
239 | get { return (int) ActorTypes.Agent; } | ||
240 | set { return; } | ||
241 | } | ||
242 | |||
243 | public override bool SetAlwaysRun | ||
244 | { | ||
245 | get { return false; } | ||
246 | set { return; } | ||
247 | } | ||
248 | |||
249 | public override uint LocalID | ||
250 | { | ||
251 | set { return; } | ||
252 | } | ||
253 | |||
254 | public override bool Grabbed | ||
255 | { | ||
256 | set { return; } | ||
257 | } | ||
258 | |||
259 | public override bool Selected | ||
260 | { | ||
261 | set { return; } | ||
262 | } | ||
263 | |||
264 | public override float Buoyancy | ||
265 | { | ||
266 | get { return 0f; } | ||
267 | set { return; } | ||
268 | } | ||
269 | |||
270 | public override bool FloatOnWater | ||
271 | { | ||
272 | set { return; } | ||
273 | } | ||
274 | |||
275 | public override bool IsPhysical | ||
276 | { | ||
277 | get { return false; } | ||
278 | set { return; } | ||
279 | } | ||
280 | |||
281 | public override bool ThrottleUpdates | ||
282 | { | ||
283 | get { return false; } | ||
284 | set { return; } | ||
285 | } | ||
286 | |||
287 | public override bool Flying | ||
288 | { | ||
289 | get { return flying; } | ||
290 | set { flying = value; } | ||
291 | } | ||
292 | |||
293 | public override bool IsColliding | ||
294 | { | ||
295 | get { return iscolliding; } | ||
296 | set { iscolliding = value; } | ||
297 | } | ||
298 | |||
299 | public override bool CollidingGround | ||
300 | { | ||
301 | get { return false; } | ||
302 | set { return; } | ||
303 | } | ||
304 | |||
305 | public override bool CollidingObj | ||
306 | { | ||
307 | get { return false; } | ||
308 | set { return; } | ||
309 | } | ||
310 | |||
311 | public override Vector3 RotationalVelocity | ||
312 | { | ||
313 | get { return m_rotationalVelocity; } | ||
314 | set { m_rotationalVelocity = value; } | ||
315 | } | ||
316 | |||
317 | public override bool Stopped | ||
318 | { | ||
319 | get { return false; } | ||
320 | } | ||
321 | |||
322 | public override Vector3 Position | ||
323 | { | ||
324 | get { return _position; } | ||
325 | set | ||
326 | { | ||
327 | _position = value; | ||
328 | Vec3 ps = new Vec3(); | ||
329 | ps.X = value.X; | ||
330 | ps.Y = value.Y; | ||
331 | ps.Z = value.Z; | ||
332 | _character.Position = ps; | ||
333 | } | ||
334 | } | ||
335 | |||
336 | public override Vector3 Size | ||
337 | { | ||
338 | get { return Vector3.Zero; } | ||
339 | set { } | ||
340 | } | ||
341 | |||
342 | public override float Mass | ||
343 | { | ||
344 | get { return 0f; } | ||
345 | } | ||
346 | |||
347 | public override Vector3 Force | ||
348 | { | ||
349 | get { return Vector3.Zero; } | ||
350 | set { return; } | ||
351 | } | ||
352 | |||
353 | public override int VehicleType | ||
354 | { | ||
355 | get { return 0; } | ||
356 | set { return; } | ||
357 | } | ||
358 | |||
359 | public override void VehicleFloatParam(int param, float value) | ||
360 | { | ||
361 | |||
362 | } | ||
363 | |||
364 | public override void VehicleVectorParam(int param, Vector3 value) | ||
365 | { | ||
366 | |||
367 | } | ||
368 | |||
369 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
370 | { | ||
371 | |||
372 | } | ||
373 | |||
374 | public override void VehicleFlags(int param, bool remove) { } | ||
375 | |||
376 | public override void SetVolumeDetect(int param) | ||
377 | { | ||
378 | |||
379 | } | ||
380 | |||
381 | |||
382 | public override Vector3 CenterOfMass | ||
383 | { | ||
384 | get { return Vector3.Zero; } | ||
385 | } | ||
386 | |||
387 | public override Vector3 GeometricCenter | ||
388 | { | ||
389 | get { return Vector3.Zero; } | ||
390 | } | ||
391 | |||
392 | public override Vector3 Velocity | ||
393 | { | ||
394 | get { return _velocity; } | ||
395 | set { _velocity = value; } | ||
396 | } | ||
397 | |||
398 | public override float CollisionScore | ||
399 | { | ||
400 | get { return 0f; } | ||
401 | set { } | ||
402 | } | ||
403 | |||
404 | public override bool Kinematic | ||
405 | { | ||
406 | get { return false; } | ||
407 | set { } | ||
408 | } | ||
409 | |||
410 | public override Quaternion Orientation | ||
411 | { | ||
412 | get { return Quaternion.Identity; } | ||
413 | set { } | ||
414 | } | ||
415 | |||
416 | public override Vector3 Acceleration | ||
417 | { | ||
418 | get { return _acceleration; } | ||
419 | } | ||
420 | |||
421 | public void SetAcceleration(Vector3 accel) | ||
422 | { | ||
423 | _acceleration = accel; | ||
424 | } | ||
425 | |||
426 | public override void AddForce(Vector3 force, bool pushforce) | ||
427 | { | ||
428 | } | ||
429 | public override Vector3 Torque | ||
430 | { | ||
431 | get { return Vector3.Zero; } | ||
432 | set { return; } | ||
433 | } | ||
434 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
435 | { | ||
436 | } | ||
437 | |||
438 | public override void link(PhysicsActor obj) | ||
439 | { | ||
440 | |||
441 | } | ||
442 | |||
443 | public override void delink() | ||
444 | { | ||
445 | |||
446 | } | ||
447 | |||
448 | public override void LockAngularMotion(Vector3 axis) | ||
449 | { | ||
450 | |||
451 | } | ||
452 | |||
453 | public override void SetMomentum(Vector3 momentum) | ||
454 | { | ||
455 | } | ||
456 | |||
457 | public void Move(float timeStep) | ||
458 | { | ||
459 | Vec3 vec = new Vec3(); | ||
460 | vec.X = _velocity.X*timeStep; | ||
461 | vec.Y = _velocity.Y*timeStep; | ||
462 | if (flying) | ||
463 | { | ||
464 | vec.Z = (_velocity.Z)*timeStep; | ||
465 | } | ||
466 | else | ||
467 | { | ||
468 | gravityAccel += -9.8f; | ||
469 | vec.Z = (gravityAccel + _velocity.Z)*timeStep; | ||
470 | } | ||
471 | int res = _character.Move(vec); | ||
472 | if (res == 1) | ||
473 | { | ||
474 | gravityAccel = 0; | ||
475 | } | ||
476 | } | ||
477 | |||
478 | public override PrimitiveBaseShape Shape | ||
479 | { | ||
480 | set { return; } | ||
481 | } | ||
482 | |||
483 | public void UpdatePosition() | ||
484 | { | ||
485 | Vec3 vec = _character.Position; | ||
486 | _position.X = vec.X; | ||
487 | _position.Y = vec.Y; | ||
488 | _position.Z = vec.Z; | ||
489 | } | ||
490 | public override void CrossingFailure() | ||
491 | { | ||
492 | |||
493 | } | ||
494 | |||
495 | public override Vector3 PIDTarget { set { return; } } | ||
496 | public override bool PIDActive { set { return; } } | ||
497 | public override float PIDTau { set { return; } } | ||
498 | |||
499 | public override float PIDHoverHeight { set { return; } } | ||
500 | public override bool PIDHoverActive { set { return; } } | ||
501 | public override PIDHoverType PIDHoverType { set { return; } } | ||
502 | public override float PIDHoverTau { set { return; } } | ||
503 | |||
504 | public override Quaternion APIDTarget | ||
505 | { | ||
506 | set { return; } | ||
507 | } | ||
508 | |||
509 | public override bool APIDActive | ||
510 | { | ||
511 | set { return; } | ||
512 | } | ||
513 | |||
514 | public override float APIDStrength | ||
515 | { | ||
516 | set { return; } | ||
517 | } | ||
518 | |||
519 | public override float APIDDamping | ||
520 | { | ||
521 | set { return; } | ||
522 | } | ||
523 | |||
524 | |||
525 | |||
526 | public override void SubscribeEvents(int ms) | ||
527 | { | ||
528 | |||
529 | } | ||
530 | public override void UnSubscribeEvents() | ||
531 | { | ||
532 | |||
533 | } | ||
534 | public override bool SubscribedEvents() | ||
535 | { | ||
536 | return false; | ||
537 | } | ||
538 | } | ||
539 | |||
540 | |||
541 | public class PhysXPrim : PhysicsActor | ||
542 | { | ||
543 | private Vector3 _velocity; | ||
544 | private Vector3 _acceleration; | ||
545 | private Vector3 m_rotationalVelocity; | ||
546 | private NxActor _prim; | ||
547 | |||
548 | public PhysXPrim(NxActor prim) | ||
549 | { | ||
550 | _velocity = Vector3.Zero; | ||
551 | _acceleration = Vector3.Zero; | ||
552 | _prim = prim; | ||
553 | } | ||
554 | |||
555 | public override int PhysicsActorType | ||
556 | { | ||
557 | get { return (int) ActorTypes.Prim; } | ||
558 | set { return; } | ||
559 | } | ||
560 | |||
561 | public override bool IsPhysical | ||
562 | { | ||
563 | get { return false; } | ||
564 | set { return; } | ||
565 | } | ||
566 | |||
567 | public override bool SetAlwaysRun | ||
568 | { | ||
569 | get { return false; } | ||
570 | set { return; } | ||
571 | } | ||
572 | |||
573 | public override uint LocalID | ||
574 | { | ||
575 | set { return; } | ||
576 | } | ||
577 | |||
578 | public override bool Grabbed | ||
579 | { | ||
580 | set { return; } | ||
581 | } | ||
582 | |||
583 | public override bool Selected | ||
584 | { | ||
585 | set { return; } | ||
586 | } | ||
587 | |||
588 | public override float Buoyancy | ||
589 | { | ||
590 | get { return 0f; } | ||
591 | set { return; } | ||
592 | } | ||
593 | |||
594 | public override bool FloatOnWater | ||
595 | { | ||
596 | set { return; } | ||
597 | } | ||
598 | |||
599 | public override bool ThrottleUpdates | ||
600 | { | ||
601 | get { return false; } | ||
602 | set { return; } | ||
603 | } | ||
604 | |||
605 | public override Vector3 RotationalVelocity | ||
606 | { | ||
607 | get { return m_rotationalVelocity; } | ||
608 | set { m_rotationalVelocity = value; } | ||
609 | } | ||
610 | |||
611 | public override bool Flying | ||
612 | { | ||
613 | get { return false; //no flying prims for you | ||
614 | } | ||
615 | set { } | ||
616 | } | ||
617 | |||
618 | public override bool IsColliding | ||
619 | { | ||
620 | get { return false; } | ||
621 | set { } | ||
622 | } | ||
623 | |||
624 | public override bool CollidingGround | ||
625 | { | ||
626 | get { return false; } | ||
627 | set { return; } | ||
628 | } | ||
629 | |||
630 | public override bool CollidingObj | ||
631 | { | ||
632 | get { return false; } | ||
633 | set { return; } | ||
634 | } | ||
635 | |||
636 | public override bool Stopped | ||
637 | { | ||
638 | get { return false; } | ||
639 | } | ||
640 | |||
641 | public override Vector3 Position | ||
642 | { | ||
643 | get | ||
644 | { | ||
645 | Vector3 pos = Vector3.Zero; | ||
646 | Vec3 vec = _prim.Position; | ||
647 | pos.X = vec.X; | ||
648 | pos.Y = vec.Y; | ||
649 | pos.Z = vec.Z; | ||
650 | return pos; | ||
651 | } | ||
652 | set | ||
653 | { | ||
654 | Vector3 vec = value; | ||
655 | Vec3 pos = new Vec3(); | ||
656 | pos.X = vec.X; | ||
657 | pos.Y = vec.Y; | ||
658 | pos.Z = vec.Z; | ||
659 | _prim.Position = pos; | ||
660 | } | ||
661 | } | ||
662 | |||
663 | public override PrimitiveBaseShape Shape | ||
664 | { | ||
665 | set { return; } | ||
666 | } | ||
667 | |||
668 | public override Vector3 Velocity | ||
669 | { | ||
670 | get { return _velocity; } | ||
671 | set { _velocity = value; } | ||
672 | } | ||
673 | |||
674 | public override Vector3 Torque | ||
675 | { | ||
676 | get { return Vector3.Zero; } | ||
677 | set { return; } | ||
678 | } | ||
679 | |||
680 | public override float CollisionScore | ||
681 | { | ||
682 | get { return 0f; } | ||
683 | set { } | ||
684 | } | ||
685 | |||
686 | public override bool Kinematic | ||
687 | { | ||
688 | get { return _prim.Kinematic; } | ||
689 | set { _prim.Kinematic = value; } | ||
690 | } | ||
691 | |||
692 | public override Quaternion Orientation | ||
693 | { | ||
694 | get | ||
695 | { | ||
696 | Quaternion res; | ||
697 | PhysXWrapper.Quaternion quat = _prim.GetOrientation(); | ||
698 | res.W = quat.W; | ||
699 | res.X = quat.X; | ||
700 | res.Y = quat.Y; | ||
701 | res.Z = quat.Z; | ||
702 | return res; | ||
703 | } | ||
704 | set { } | ||
705 | } | ||
706 | |||
707 | public override Vector3 Acceleration | ||
708 | { | ||
709 | get { return _acceleration; } | ||
710 | } | ||
711 | |||
712 | public void SetAcceleration(Vector3 accel) | ||
713 | { | ||
714 | _acceleration = accel; | ||
715 | } | ||
716 | |||
717 | public override void AddForce(Vector3 force, bool pushforce) | ||
718 | { | ||
719 | } | ||
720 | |||
721 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
722 | { | ||
723 | } | ||
724 | |||
725 | public override void SetMomentum(Vector3 momentum) | ||
726 | { | ||
727 | } | ||
728 | |||
729 | public override Vector3 Size | ||
730 | { | ||
731 | get { return Vector3.Zero; } | ||
732 | set { } | ||
733 | } | ||
734 | |||
735 | public override void link(PhysicsActor obj) | ||
736 | { | ||
737 | } | ||
738 | |||
739 | public override void delink() | ||
740 | { | ||
741 | } | ||
742 | |||
743 | public override void LockAngularMotion(Vector3 axis) | ||
744 | { | ||
745 | |||
746 | } | ||
747 | |||
748 | public override float Mass | ||
749 | { | ||
750 | get { return 0f; } | ||
751 | } | ||
752 | |||
753 | public override Vector3 Force | ||
754 | { | ||
755 | get { return Vector3.Zero; } | ||
756 | set { return; } | ||
757 | } | ||
758 | |||
759 | public override int VehicleType | ||
760 | { | ||
761 | get { return 0; } | ||
762 | set { return; } | ||
763 | } | ||
764 | |||
765 | public override void VehicleFloatParam(int param, float value) | ||
766 | { | ||
767 | |||
768 | } | ||
769 | |||
770 | public override void VehicleVectorParam(int param, Vector3 value) | ||
771 | { | ||
772 | |||
773 | } | ||
774 | |||
775 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
776 | { | ||
777 | |||
778 | } | ||
779 | |||
780 | public override void VehicleFlags(int param, bool remove) { } | ||
781 | |||
782 | public override void SetVolumeDetect(int param) | ||
783 | { | ||
784 | |||
785 | } | ||
786 | |||
787 | public override Vector3 CenterOfMass | ||
788 | { | ||
789 | get { return Vector3.Zero; } | ||
790 | } | ||
791 | |||
792 | public override Vector3 GeometricCenter | ||
793 | { | ||
794 | get { return Vector3.Zero; } | ||
795 | } | ||
796 | |||
797 | public override void CrossingFailure() | ||
798 | { | ||
799 | } | ||
800 | |||
801 | public override Vector3 PIDTarget { set { return; } } | ||
802 | public override bool PIDActive { set { return; } } | ||
803 | public override float PIDTau { set { return; } } | ||
804 | |||
805 | public override float PIDHoverHeight { set { return; } } | ||
806 | public override bool PIDHoverActive { set { return; } } | ||
807 | public override PIDHoverType PIDHoverType { set { return; } } | ||
808 | public override float PIDHoverTau { set { return; } } | ||
809 | |||
810 | public override Quaternion APIDTarget | ||
811 | { | ||
812 | set { return; } | ||
813 | } | ||
814 | |||
815 | public override bool APIDActive | ||
816 | { | ||
817 | set { return; } | ||
818 | } | ||
819 | |||
820 | public override float APIDStrength | ||
821 | { | ||
822 | set { return; } | ||
823 | } | ||
824 | |||
825 | public override float APIDDamping | ||
826 | { | ||
827 | set { return; } | ||
828 | } | ||
829 | |||
830 | |||
831 | |||
832 | public override void SubscribeEvents(int ms) | ||
833 | { | ||
834 | |||
835 | } | ||
836 | public override void UnSubscribeEvents() | ||
837 | { | ||
838 | |||
839 | } | ||
840 | public override bool SubscribedEvents() | ||
841 | { | ||
842 | return false; | ||
843 | } | ||
844 | } | ||
845 | } | 76 | } |
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs new file mode 100644 index 0000000..c0e24fd --- /dev/null +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPrim.cs | |||
@@ -0,0 +1,345 @@ | |||
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 OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using PhysXWrapper; | ||
34 | using Quaternion=OpenMetaverse.Quaternion; | ||
35 | using System.Reflection; | ||
36 | using log4net; | ||
37 | using OpenMetaverse; | ||
38 | |||
39 | namespace OpenSim.Region.Physics.PhysXPlugin | ||
40 | { | ||
41 | public class PhysXPrim : PhysicsActor | ||
42 | { | ||
43 | private Vector3 _velocity; | ||
44 | private Vector3 _acceleration; | ||
45 | private Vector3 m_rotationalVelocity; | ||
46 | private NxActor _prim; | ||
47 | |||
48 | public PhysXPrim(NxActor prim) | ||
49 | { | ||
50 | _velocity = Vector3.Zero; | ||
51 | _acceleration = Vector3.Zero; | ||
52 | _prim = prim; | ||
53 | } | ||
54 | |||
55 | public override int PhysicsActorType | ||
56 | { | ||
57 | get { return (int) ActorTypes.Prim; } | ||
58 | set { return; } | ||
59 | } | ||
60 | |||
61 | public override bool IsPhysical | ||
62 | { | ||
63 | get { return false; } | ||
64 | set { return; } | ||
65 | } | ||
66 | |||
67 | public override bool SetAlwaysRun | ||
68 | { | ||
69 | get { return false; } | ||
70 | set { return; } | ||
71 | } | ||
72 | |||
73 | public override uint LocalID | ||
74 | { | ||
75 | set { return; } | ||
76 | } | ||
77 | |||
78 | public override bool Grabbed | ||
79 | { | ||
80 | set { return; } | ||
81 | } | ||
82 | |||
83 | public override bool Selected | ||
84 | { | ||
85 | set { return; } | ||
86 | } | ||
87 | |||
88 | public override float Buoyancy | ||
89 | { | ||
90 | get { return 0f; } | ||
91 | set { return; } | ||
92 | } | ||
93 | |||
94 | public override bool FloatOnWater | ||
95 | { | ||
96 | set { return; } | ||
97 | } | ||
98 | |||
99 | public override bool ThrottleUpdates | ||
100 | { | ||
101 | get { return false; } | ||
102 | set { return; } | ||
103 | } | ||
104 | |||
105 | public override Vector3 RotationalVelocity | ||
106 | { | ||
107 | get { return m_rotationalVelocity; } | ||
108 | set { m_rotationalVelocity = value; } | ||
109 | } | ||
110 | |||
111 | public override bool Flying | ||
112 | { | ||
113 | get { return false; //no flying prims for you | ||
114 | } | ||
115 | set { } | ||
116 | } | ||
117 | |||
118 | public override bool IsColliding | ||
119 | { | ||
120 | get { return false; } | ||
121 | set { } | ||
122 | } | ||
123 | |||
124 | public override bool CollidingGround | ||
125 | { | ||
126 | get { return false; } | ||
127 | set { return; } | ||
128 | } | ||
129 | |||
130 | public override bool CollidingObj | ||
131 | { | ||
132 | get { return false; } | ||
133 | set { return; } | ||
134 | } | ||
135 | |||
136 | public override bool Stopped | ||
137 | { | ||
138 | get { return false; } | ||
139 | } | ||
140 | |||
141 | public override Vector3 Position | ||
142 | { | ||
143 | get | ||
144 | { | ||
145 | Vector3 pos = Vector3.Zero; | ||
146 | Vec3 vec = _prim.Position; | ||
147 | pos.X = vec.X; | ||
148 | pos.Y = vec.Y; | ||
149 | pos.Z = vec.Z; | ||
150 | return pos; | ||
151 | } | ||
152 | set | ||
153 | { | ||
154 | Vector3 vec = value; | ||
155 | Vec3 pos = new Vec3(); | ||
156 | pos.X = vec.X; | ||
157 | pos.Y = vec.Y; | ||
158 | pos.Z = vec.Z; | ||
159 | _prim.Position = pos; | ||
160 | } | ||
161 | } | ||
162 | |||
163 | public override PrimitiveBaseShape Shape | ||
164 | { | ||
165 | set { return; } | ||
166 | } | ||
167 | |||
168 | public override Vector3 Velocity | ||
169 | { | ||
170 | get { return _velocity; } | ||
171 | set { _velocity = value; } | ||
172 | } | ||
173 | |||
174 | public override Vector3 Torque | ||
175 | { | ||
176 | get { return Vector3.Zero; } | ||
177 | set { return; } | ||
178 | } | ||
179 | |||
180 | public override float CollisionScore | ||
181 | { | ||
182 | get { return 0f; } | ||
183 | set { } | ||
184 | } | ||
185 | |||
186 | public override bool Kinematic | ||
187 | { | ||
188 | get { return _prim.Kinematic; } | ||
189 | set { _prim.Kinematic = value; } | ||
190 | } | ||
191 | |||
192 | public override Quaternion Orientation | ||
193 | { | ||
194 | get | ||
195 | { | ||
196 | Quaternion res; | ||
197 | PhysXWrapper.Quaternion quat = _prim.GetOrientation(); | ||
198 | res.W = quat.W; | ||
199 | res.X = quat.X; | ||
200 | res.Y = quat.Y; | ||
201 | res.Z = quat.Z; | ||
202 | return res; | ||
203 | } | ||
204 | set { } | ||
205 | } | ||
206 | |||
207 | public override Vector3 Acceleration | ||
208 | { | ||
209 | get { return _acceleration; } | ||
210 | } | ||
211 | |||
212 | public void SetAcceleration(Vector3 accel) | ||
213 | { | ||
214 | _acceleration = accel; | ||
215 | } | ||
216 | |||
217 | public override void AddForce(Vector3 force, bool pushforce) | ||
218 | { | ||
219 | } | ||
220 | |||
221 | public override void AddAngularForce(Vector3 force, bool pushforce) | ||
222 | { | ||
223 | } | ||
224 | |||
225 | public override void SetMomentum(Vector3 momentum) | ||
226 | { | ||
227 | } | ||
228 | |||
229 | public override Vector3 Size | ||
230 | { | ||
231 | get { return Vector3.Zero; } | ||
232 | set { } | ||
233 | } | ||
234 | |||
235 | public override void link(PhysicsActor obj) | ||
236 | { | ||
237 | } | ||
238 | |||
239 | public override void delink() | ||
240 | { | ||
241 | } | ||
242 | |||
243 | public override void LockAngularMotion(Vector3 axis) | ||
244 | { | ||
245 | |||
246 | } | ||
247 | |||
248 | public override float Mass | ||
249 | { | ||
250 | get { return 0f; } | ||
251 | } | ||
252 | |||
253 | public override Vector3 Force | ||
254 | { | ||
255 | get { return Vector3.Zero; } | ||
256 | set { return; } | ||
257 | } | ||
258 | |||
259 | public override int VehicleType | ||
260 | { | ||
261 | get { return 0; } | ||
262 | set { return; } | ||
263 | } | ||
264 | |||
265 | public override void VehicleFloatParam(int param, float value) | ||
266 | { | ||
267 | |||
268 | } | ||
269 | |||
270 | public override void VehicleVectorParam(int param, Vector3 value) | ||
271 | { | ||
272 | |||
273 | } | ||
274 | |||
275 | public override void VehicleRotationParam(int param, Quaternion rotation) | ||
276 | { | ||
277 | |||
278 | } | ||
279 | |||
280 | public override void VehicleFlags(int param, bool remove) { } | ||
281 | |||
282 | public override void SetVolumeDetect(int param) | ||
283 | { | ||
284 | |||
285 | } | ||
286 | |||
287 | public override Vector3 CenterOfMass | ||
288 | { | ||
289 | get { return Vector3.Zero; } | ||
290 | } | ||
291 | |||
292 | public override Vector3 GeometricCenter | ||
293 | { | ||
294 | get { return Vector3.Zero; } | ||
295 | } | ||
296 | |||
297 | public override void CrossingFailure() | ||
298 | { | ||
299 | } | ||
300 | |||
301 | public override Vector3 PIDTarget { set { return; } } | ||
302 | public override bool PIDActive { set { return; } } | ||
303 | public override float PIDTau { set { return; } } | ||
304 | |||
305 | public override float PIDHoverHeight { set { return; } } | ||
306 | public override bool PIDHoverActive { set { return; } } | ||
307 | public override PIDHoverType PIDHoverType { set { return; } } | ||
308 | public override float PIDHoverTau { set { return; } } | ||
309 | |||
310 | public override Quaternion APIDTarget | ||
311 | { | ||
312 | set { return; } | ||
313 | } | ||
314 | |||
315 | public override bool APIDActive | ||
316 | { | ||
317 | set { return; } | ||
318 | } | ||
319 | |||
320 | public override float APIDStrength | ||
321 | { | ||
322 | set { return; } | ||
323 | } | ||
324 | |||
325 | public override float APIDDamping | ||
326 | { | ||
327 | set { return; } | ||
328 | } | ||
329 | |||
330 | |||
331 | |||
332 | public override void SubscribeEvents(int ms) | ||
333 | { | ||
334 | |||
335 | } | ||
336 | public override void UnSubscribeEvents() | ||
337 | { | ||
338 | |||
339 | } | ||
340 | public override bool SubscribedEvents() | ||
341 | { | ||
342 | return false; | ||
343 | } | ||
344 | } | ||
345 | } | ||
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs new file mode 100644 index 0000000..4de4b01 --- /dev/null +++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXScene.cs | |||
@@ -0,0 +1,183 @@ | |||
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 OpenSim.Framework; | ||
32 | using OpenSim.Region.Physics.Manager; | ||
33 | using PhysXWrapper; | ||
34 | using Quaternion=OpenMetaverse.Quaternion; | ||
35 | using System.Reflection; | ||
36 | using log4net; | ||
37 | using OpenMetaverse; | ||
38 | |||
39 | namespace OpenSim.Region.Physics.PhysXPlugin | ||
40 | { | ||
41 | public class PhysXScene : PhysicsScene | ||
42 | { | ||
43 | private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); | ||
44 | private List<PhysXCharacter> _characters = new List<PhysXCharacter>(); | ||
45 | private List<PhysXPrim> _prims = new List<PhysXPrim>(); | ||
46 | private float[] _heightMap = null; | ||
47 | private NxPhysicsSDK mySdk; | ||
48 | private NxScene scene; | ||
49 | |||
50 | // protected internal string sceneIdentifier; | ||
51 | public PhysXScene(string _sceneIdentifier) | ||
52 | { | ||
53 | //sceneIdentifier = _sceneIdentifier; | ||
54 | |||
55 | mySdk = NxPhysicsSDK.CreateSDK(); | ||
56 | m_log.Info("Sdk created - now creating scene"); | ||
57 | scene = mySdk.CreateScene(); | ||
58 | } | ||
59 | |||
60 | public override void Initialise(IMesher meshmerizer, IConfigSource config) | ||
61 | { | ||
62 | // Does nothing right now | ||
63 | } | ||
64 | public override void Dispose() | ||
65 | { | ||
66 | |||
67 | } | ||
68 | |||
69 | public override void SetWaterLevel(float baseheight) | ||
70 | { | ||
71 | |||
72 | } | ||
73 | |||
74 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) | ||
75 | { | ||
76 | Vec3 pos = new Vec3(); | ||
77 | pos.X = position.X; | ||
78 | pos.Y = position.Y; | ||
79 | pos.Z = position.Z; | ||
80 | PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos)); | ||
81 | act.Flying = isFlying; | ||
82 | act.Position = position; | ||
83 | _characters.Add(act); | ||
84 | return act; | ||
85 | } | ||
86 | |||
87 | public override void RemovePrim(PhysicsActor prim) | ||
88 | { | ||
89 | } | ||
90 | |||
91 | public override void RemoveAvatar(PhysicsActor actor) | ||
92 | { | ||
93 | } | ||
94 | |||
95 | private PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) | ||
96 | { | ||
97 | Vec3 pos = new Vec3(); | ||
98 | pos.X = position.X; | ||
99 | pos.Y = position.Y; | ||
100 | pos.Z = position.Z; | ||
101 | Vec3 siz = new Vec3(); | ||
102 | siz.X = size.X; | ||
103 | siz.Y = size.Y; | ||
104 | siz.Z = size.Z; | ||
105 | PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz)); | ||
106 | _prims.Add(act); | ||
107 | return act; | ||
108 | } | ||
109 | |||
110 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
111 | Vector3 size, Quaternion rotation) //To be removed | ||
112 | { | ||
113 | return AddPrimShape(primName, pbs, position, size, rotation, false); | ||
114 | } | ||
115 | |||
116 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, | ||
117 | Vector3 size, Quaternion rotation, bool isPhysical) | ||
118 | { | ||
119 | return AddPrim(position, size, rotation); | ||
120 | } | ||
121 | |||
122 | public override void AddPhysicsActorTaint(PhysicsActor prim) | ||
123 | { | ||
124 | } | ||
125 | |||
126 | public override float Simulate(float timeStep) | ||
127 | { | ||
128 | float fps = 0f; | ||
129 | try | ||
130 | { | ||
131 | foreach (PhysXCharacter actor in _characters) | ||
132 | { | ||
133 | actor.Move(timeStep); | ||
134 | } | ||
135 | scene.Simulate(timeStep); | ||
136 | scene.FetchResults(); | ||
137 | scene.UpdateControllers(); | ||
138 | |||
139 | foreach (PhysXCharacter actor in _characters) | ||
140 | { | ||
141 | actor.UpdatePosition(); | ||
142 | } | ||
143 | } | ||
144 | catch (Exception e) | ||
145 | { | ||
146 | m_log.Error(e.Message); | ||
147 | } | ||
148 | return fps; | ||
149 | } | ||
150 | |||
151 | public override void GetResults() | ||
152 | { | ||
153 | } | ||
154 | |||
155 | public override bool IsThreaded | ||
156 | { | ||
157 | // for now we won't be multithreaded | ||
158 | get { return (false); } | ||
159 | } | ||
160 | |||
161 | public override void SetTerrain(float[] heightMap) | ||
162 | { | ||
163 | if (_heightMap != null) | ||
164 | { | ||
165 | m_log.Debug("PhysX - deleting old terrain"); | ||
166 | scene.DeleteTerrain(); | ||
167 | } | ||
168 | _heightMap = heightMap; | ||
169 | scene.AddTerrain(heightMap); | ||
170 | } | ||
171 | |||
172 | public override void DeleteTerrain() | ||
173 | { | ||
174 | scene.DeleteTerrain(); | ||
175 | } | ||
176 | |||
177 | public override Dictionary<uint, float> GetTopColliders() | ||
178 | { | ||
179 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); | ||
180 | return returncolliders; | ||
181 | } | ||
182 | } | ||
183 | } | ||