From 3376b82501000692d6dac24b051af738cdaf2737 Mon Sep 17 00:00:00 2001 From: MW Date: Thu, 24 May 2007 12:16:50 +0000 Subject: Some more code refactoring, plus a restructuring of the directories so that the Grid servers can be a separate solution to the region server. --- .../BasicPhysicsPlugin/BasicPhysicsPlugin.cs | 277 +++++++++++++++++++++ 1 file changed, 277 insertions(+) create mode 100644 OpenSim-Source/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs (limited to 'OpenSim-Source/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs') diff --git a/OpenSim-Source/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim-Source/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs new file mode 100644 index 0000000..c37acc8 --- /dev/null +++ b/OpenSim-Source/OpenSim.Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs @@ -0,0 +1,277 @@ +/* +* Copyright (c) OpenSim project, http://sim.opensecondlife.org/ +* +* Redistribution and use in source and binary forms, with or without +* modification, are permitted provided that the following conditions are met: +* * Redistributions of source code must retain the above copyright +* notice, this list of conditions and the following disclaimer. +* * Redistributions in binary form must reproduce the above copyright +* notice, this list of conditions and the following disclaimer in the +* documentation and/or other materials provided with the distribution. +* * Neither the name of the nor the +* names of its contributors may be used to endorse or promote products +* derived from this software without specific prior written permission. +* +* THIS SOFTWARE IS PROVIDED BY ``AS IS'' AND ANY +* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED +* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE +* DISCLAIMED. IN NO EVENT SHALL BE LIABLE FOR ANY +* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES +* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; +* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND +* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS +* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +* +*/ +using System; +using System.Collections.Generic; +using OpenSim.Physics.Manager; + +namespace OpenSim.Physics.BasicPhysicsPlugin +{ + /// + /// Will be the PhysX plugin but for now will be a very basic physics engine + /// + public class BasicPhysicsPlugin : IPhysicsPlugin + { + private BasicScene _mScene; + + public BasicPhysicsPlugin() + { + + } + + public bool Init() + { + return true; + } + + public PhysicsScene GetScene() + { + if(_mScene == null) + { + _mScene = new BasicScene(); + } + return(_mScene); + } + + public string GetName() + { + return("basicphysics"); + } + + public void Dispose() + { + + } + } + + public class BasicScene :PhysicsScene + { + private List _actors = new List(); + private float[] _heightMap; + + public BasicScene() + { + + } + + public override PhysicsActor AddAvatar(PhysicsVector position) + { + BasicActor act = new BasicActor(); + act.Position = position; + _actors.Add(act); + return act; + } + + public override void RemoveAvatar(PhysicsActor actor) + { + BasicActor act = (BasicActor)actor; + if(_actors.Contains(act)) + { + _actors.Remove(act); + } + + } + + public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size) + { + return null; + } + + public override void Simulate(float timeStep) + { + foreach (BasicActor actor in _actors) + { + actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep); + actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep); + actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep); + /*if(actor.Flying) + { + actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep); + } + else + { + actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep); + } + if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1)) + {*/ + if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256)) + { + actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1; + } + //} + + + + // This code needs sorting out - border crossings etc +/* if(actor.Position.X<0) + { + ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); + actor.Position.X = 0; + actor.Velocity.X = 0; + } + if(actor.Position.Y < 0) + { + ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); + actor.Position.Y = 0; + actor.Velocity.Y = 0; + } + if(actor.Position.X > 255) + { + ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); + actor.Position.X = 255; + actor.Velocity.X = 0; + } + if(actor.Position.Y > 255) + { + ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z)); + actor.Position.Y = 255; + actor.Velocity.X = 0; + }*/ + } + } + + public override void GetResults() + { + + } + + public override bool IsThreaded + { + get + { + return(false); // for now we won't be multithreaded + } + } + + public override void SetTerrain(float[] heightMap) + { + this._heightMap = heightMap; + } + + public override void DeleteTerrain() + { + + } + } + + public class BasicActor : PhysicsActor + { + private PhysicsVector _position; + private PhysicsVector _velocity; + private PhysicsVector _acceleration; + private bool flying; + public BasicActor() + { + _velocity = new PhysicsVector(); + _position = new PhysicsVector(); + _acceleration = new PhysicsVector(); + } + + public override bool Flying + { + get + { + return false; + } + set + { + flying= value; + } + } + + public override PhysicsVector Position + { + get + { + return _position; + } + set + { + _position = value; + } + } + + public override PhysicsVector Velocity + { + get + { + return _velocity; + } + set + { + _velocity = value; + } + } + + public override Axiom.MathLib.Quaternion Orientation + { + get + { + return Axiom.MathLib.Quaternion.Identity; + } + set + { + + } + } + + public override PhysicsVector Acceleration + { + get + { + return _acceleration; + } + + } + + public override bool Kinematic + { + get + { + return true; + } + set + { + + } + } + public void SetAcceleration (PhysicsVector accel) + { + this._acceleration = accel; + } + + public override void AddForce(PhysicsVector force) + { + + } + + public override void SetMomentum(PhysicsVector momentum) + { + + } + } + +} -- cgit v1.1