From 134f86e8d5c414409631b25b8c6f0ee45fbd8631 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Thu, 3 Nov 2016 21:44:39 +1000 Subject: Initial update to OpenSim 0.8.2.1 source code. --- OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs | 58 ---- OpenSim/Region/Physics/POSPlugin/POSCharacter.cs | 340 ----------------------- OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | 64 ----- OpenSim/Region/Physics/POSPlugin/POSPrim.cs | 335 ---------------------- OpenSim/Region/Physics/POSPlugin/POSScene.cs | 270 ------------------ 5 files changed, 1067 deletions(-) delete mode 100644 OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs delete mode 100644 OpenSim/Region/Physics/POSPlugin/POSCharacter.cs delete mode 100644 OpenSim/Region/Physics/POSPlugin/POSPlugin.cs delete mode 100644 OpenSim/Region/Physics/POSPlugin/POSPrim.cs delete mode 100644 OpenSim/Region/Physics/POSPlugin/POSScene.cs (limited to 'OpenSim/Region/Physics/POSPlugin') diff --git a/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs b/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs deleted file mode 100644 index d07df02..0000000 --- a/OpenSim/Region/Physics/POSPlugin/AssemblyInfo.cs +++ /dev/null @@ -1,58 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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.Reflection; -using System.Runtime.InteropServices; - -// Information about this assembly is defined by the following -// attributes. -// -// change them to the information which is associated with the assembly -// you compile. - -[assembly : AssemblyTitle("POSPlugin")] -[assembly : AssemblyDescription("")] -[assembly : AssemblyConfiguration("")] -[assembly : AssemblyCompany("http://opensimulator.org")] -[assembly : AssemblyProduct("POSPlugin")] -[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers")] -[assembly : AssemblyTrademark("")] -[assembly : AssemblyCulture("")] - -// This sets the default COM visibility of types in the assembly to invisible. -// If you need to expose a type to COM, use [ComVisible(true)] on that type. - -[assembly : ComVisible(false)] - -// The assembly version has following format : -// -// Major.Minor.Build.Revision -// -// You can specify all values by your own or you can build default build and revision -// numbers with the '*' character (the default): - -[assembly : AssemblyVersion("0.7.5.*")] diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs deleted file mode 100644 index ae534ea..0000000 --- a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs +++ /dev/null @@ -1,340 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 Nini.Config; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; - -namespace OpenSim.Region.Physics.POSPlugin -{ - public class POSCharacter : PhysicsActor - { - private Vector3 _position; - public Vector3 _velocity; - public Vector3 _target_velocity = Vector3.Zero; - public Vector3 _size = Vector3.Zero; - private Vector3 _acceleration; - private Vector3 m_rotationalVelocity = Vector3.Zero; - private bool flying; - private bool isColliding; - - public POSCharacter() - { - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Agent; } - set { return; } - } - - public override Vector3 RotationalVelocity - { - get { return m_rotationalVelocity; } - set { m_rotationalVelocity = value; } - } - - public override bool SetAlwaysRun - { - get { return false; } - set { return; } - } - - public override uint LocalID - { - set { return; } - } - - public override bool Grabbed - { - set { return; } - } - - public override bool Selected - { - set { return; } - } - - public override float Buoyancy - { - get { return 0f; } - set { return; } - } - - public override bool FloatOnWater - { - set { return; } - } - - public override bool IsPhysical - { - get { return false; } - set { return; } - } - - public override bool ThrottleUpdates - { - get { return false; } - set { return; } - } - - public override bool Flying - { - get { return flying; } - set { flying = value; } - } - - public override bool IsColliding - { - get { return isColliding; } - set { isColliding = value; } - } - - public override bool CollidingGround - { - get { return false; } - set { return; } - } - - public override bool CollidingObj - { - get { return false; } - set { return; } - } - - public override bool Stopped - { - get { return false; } - } - - public override Vector3 Position - { - get { return _position; } - set { _position = value; } - } - - public override Vector3 Size - { - get { return _size; } - set - { - _size = value; - _size.Z = _size.Z / 2.0f; - } - } - - public override float Mass - { - get { return 0f; } - } - - public override Vector3 Force - { - get { return Vector3.Zero; } - set { return; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - - } - - public override void VehicleVectorParam(int param, Vector3 value) - { - - } - - public override void VehicleRotationParam(int param, Quaternion rotation) - { - - } - - public override void VehicleFlags(int param, bool remove) { } - - public override void SetVolumeDetect(int param) - { - - } - - public override Vector3 CenterOfMass - { - get { return Vector3.Zero; } - } - - public override Vector3 GeometricCenter - { - get { return Vector3.Zero; } - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override Vector3 Velocity - { - get { return _velocity; } - set { _target_velocity = value; } - } - - public override Vector3 Torque - { - get { return Vector3.Zero; } - set { return; } - } - - public override float CollisionScore - { - get { return 0f; } - set { } - } - - public override Quaternion Orientation - { - get { return Quaternion.Identity; } - set { } - } - - public override Vector3 Acceleration - { - get { return _acceleration; } - set { _acceleration = value; } - } - - public override bool Kinematic - { - get { return true; } - set { } - } - - public override void link(PhysicsActor obj) - { - } - - public override void delink() - { - } - - public override void LockAngularMotion(Vector3 axis) - { - } - - public override void AddForce(Vector3 force, bool pushforce) - { - } - - public override void AddAngularForce(Vector3 force, bool pushforce) - { - } - - public override void SetMomentum(Vector3 momentum) - { - } - - public override void CrossingFailure() - { - } - - public override Vector3 PIDTarget - { - set { return; } - } - - public override bool PIDActive - { - set { return; } - } - - public override float PIDTau - { - set { return; } - } - - public override float PIDHoverHeight - { - set { return; } - } - - public override bool PIDHoverActive - { - set { return; } - } - - public override PIDHoverType PIDHoverType - { - set { return; } - } - - public override float PIDHoverTau - { - set { return; } - } - - public override Quaternion APIDTarget - { - set { return; } - } - - public override bool APIDActive - { - set { return; } - } - - public override float APIDStrength - { - set { return; } - } - - public override float APIDDamping - { - set { return; } - } - - - public override void SubscribeEvents(int ms) - { - } - - public override void UnSubscribeEvents() - { - } - - public override bool SubscribedEvents() - { - return false; - } - } -} diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs deleted file mode 100644 index e6b42e6..0000000 --- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs +++ /dev/null @@ -1,64 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 Nini.Config; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; - -namespace OpenSim.Region.Physics.POSPlugin -{ - /// - /// for now will be a very POS physics engine - /// - public class POSPlugin : IPhysicsPlugin - { - public POSPlugin() - { - } - - public bool Init() - { - return true; - } - - public PhysicsScene GetScene(string sceneIdentifier) - { - return new POSScene(sceneIdentifier); - } - - public string GetName() - { - return ("POS"); - } - - public void Dispose() - { - } - } -} diff --git a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs deleted file mode 100644 index e4fd7eb..0000000 --- a/OpenSim/Region/Physics/POSPlugin/POSPrim.cs +++ /dev/null @@ -1,335 +0,0 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 Nini.Config; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; - -namespace OpenSim.Region.Physics.POSPlugin -{ - public class POSPrim : PhysicsActor - { - private Vector3 _position; - private Vector3 _velocity; - private Vector3 _acceleration; - private Vector3 _size; - private Vector3 m_rotationalVelocity = Vector3.Zero; - private Quaternion _orientation; - private bool iscolliding; - - public POSPrim() - { - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Prim; } - set { return; } - } - - public override Vector3 RotationalVelocity - { - get { return m_rotationalVelocity; } - set { m_rotationalVelocity = value; } - } - - public override bool IsPhysical - { - get { return false; } - set { return; } - } - - public override bool ThrottleUpdates - { - get { return false; } - set { return; } - } - - public override bool IsColliding - { - get { return iscolliding; } - set { iscolliding = value; } - } - - public override bool CollidingGround - { - get { return false; } - set { return; } - } - - public override bool CollidingObj - { - get { return false; } - set { return; } - } - - public override bool Stopped - { - get { return false; } - } - - public override Vector3 Position - { - get { return _position; } - set { _position = value; } - } - - public override Vector3 Size - { - get { return _size; } - set { _size = value; } - } - - public override float Mass - { - get { return 0f; } - } - - public override Vector3 Force - { - get { return Vector3.Zero; } - set { return; } - } - - public override int VehicleType - { - get { return 0; } - set { return; } - } - - public override void VehicleFloatParam(int param, float value) - { - - } - - public override void VehicleVectorParam(int param, Vector3 value) - { - - } - - public override void VehicleRotationParam(int param, Quaternion rotation) - { - - } - - public override void VehicleFlags(int param, bool remove) { } - - public override void SetVolumeDetect(int param) - { - - } - - public override Vector3 CenterOfMass - { - get { return Vector3.Zero; } - } - - public override Vector3 GeometricCenter - { - get { return Vector3.Zero; } - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override float Buoyancy - { - get { return 0f; } - set { return; } - } - - public override bool FloatOnWater - { - set { return; } - } - - public override Vector3 Velocity - { - get { return _velocity; } - set { _velocity = value; } - } - - public override float CollisionScore - { - get { return 0f; } - set { } - } - - public override Quaternion Orientation - { - get { return _orientation; } - set { _orientation = value; } - } - - public override Vector3 Acceleration - { - get { return _acceleration; } - set { _acceleration = value; } - } - - public override bool Kinematic - { - get { return true; } - set { } - } - - public override void AddForce(Vector3 force, bool pushforce) - { - } - - public override void AddAngularForce(Vector3 force, bool pushforce) - { - } - - public override Vector3 Torque - { - get { return Vector3.Zero; } - set { return; } - } - - public override void SetMomentum(Vector3 momentum) - { - } - - public override bool Flying - { - get { return false; } - set { } - } - - public override bool SetAlwaysRun - { - get { return false; } - set { return; } - } - - public override uint LocalID - { - set { return; } - } - - public override bool Grabbed - { - set { return; } - } - - public override void link(PhysicsActor obj) - { - } - - public override void delink() - { - } - - public override void LockAngularMotion(Vector3 axis) - { - } - - public override bool Selected - { - set { return; } - } - - public override void CrossingFailure() - { - } - - public override Vector3 PIDTarget - { - set { return; } - } - - public override bool PIDActive - { - set { return; } - } - - public override float PIDTau - { - set { return; } - } - - public override float PIDHoverHeight - { - set { return; } - } - - public override bool PIDHoverActive - { - set { return; } - } - - public override PIDHoverType PIDHoverType - { - set { return; } - } - - public override float PIDHoverTau - { - set { return; } - } - - public override Quaternion APIDTarget - { - set { return; } - } - - public override bool APIDActive - { - set { return; } - } - - public override float APIDStrength - { - set { return; } - } - - public override float APIDDamping - { - set { return; } - } - - - public override void SubscribeEvents(int ms) - { - } - - public override void UnSubscribeEvents() - { - } - - public override bool SubscribedEvents() - { - return false; - } - } -} 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 @@ -/* - * Copyright (c) Contributors, http://opensimulator.org/ - * See CONTRIBUTORS.TXT for a full list of copyright holders. - * - * 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 OpenSimulator Project 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 THE DEVELOPERS ``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 THE CONTRIBUTORS 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 Nini.Config; -using OpenMetaverse; -using OpenSim.Framework; -using OpenSim.Region.Physics.Manager; - -namespace OpenSim.Region.Physics.POSPlugin -{ - public class POSScene : PhysicsScene - { - private List _characters = new List(); - private List _prims = new List(); - private float[] _heightMap; - private const float gravity = -9.8f; - - //protected internal string sceneIdentifier; - - public POSScene(String _sceneIdentifier) - { - //sceneIdentifier = _sceneIdentifier; - } - - public override void Initialise(IMesher meshmerizer, IConfigSource config) - { - } - - public override void Dispose() - { - } - - public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) - { - POSCharacter act = new POSCharacter(); - act.Position = position; - act.Flying = isFlying; - _characters.Add(act); - return act; - } - - public override void RemovePrim(PhysicsActor prim) - { - POSPrim p = (POSPrim) prim; - if (_prims.Contains(p)) - { - _prims.Remove(p); - } - } - - public override void RemoveAvatar(PhysicsActor character) - { - POSCharacter act = (POSCharacter) character; - if (_characters.Contains(act)) - { - _characters.Remove(act); - } - } - -/* - public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation) - { - return null; - } -*/ - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, - Vector3 size, Quaternion rotation, bool isPhysical, uint localid) - { - POSPrim prim = new POSPrim(); - prim.Position = position; - prim.Orientation = rotation; - prim.Size = size; - _prims.Add(prim); - return prim; - } - - private bool isColliding(POSCharacter c, POSPrim p) - { - Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, - c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation); - Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation); - - return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) && - Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) && - Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z))); - } - - private bool isCollidingWithPrim(POSCharacter c) - { - foreach (POSPrim p in _prims) - { - if (isColliding(c, p)) - { - return true; - } - } - - return false; - } - - public override void AddPhysicsActorTaint(PhysicsActor prim) - { - } - - public override float Simulate(float timeStep) - { - float fps = 0; - for (int i = 0; i < _characters.Count; ++i) - { - fps++; - POSCharacter character = _characters[i]; - - float oldposX = character.Position.X; - float oldposY = character.Position.Y; - float oldposZ = character.Position.Z; - - if (!character.Flying) - { - character._target_velocity.Z += gravity * timeStep; - } - - Vector3 characterPosition = character.Position; - - characterPosition.X += character._target_velocity.X * timeStep; - characterPosition.Y += character._target_velocity.Y * timeStep; - - characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); - characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); - - bool forcedZ = false; - - float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; - if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2) - { - characterPosition.Z = terrainheight + character.Size.Z; - forcedZ = true; - } - else - { - characterPosition.Z += character._target_velocity.Z*timeStep; - } - - /// this is it -- the magic you've all been waiting for! Ladies and gentlemen -- - /// Completely Bogus Collision Detection!!! - /// better known as the CBCD algorithm - - if (isCollidingWithPrim(character)) - { - characterPosition.Z = oldposZ; // first try Z axis - if (isCollidingWithPrim(character)) - { - characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder - if (isCollidingWithPrim(character)) - { - characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard - if (isCollidingWithPrim(character)) - { - characterPosition.X = oldposX; - characterPosition.Y = oldposY; - characterPosition.Z = oldposZ; - - characterPosition.X += character._target_velocity.X * timeStep; - if (isCollidingWithPrim(character)) - { - characterPosition.X = oldposX; - } - - characterPosition.Y += character._target_velocity.Y * timeStep; - if (isCollidingWithPrim(character)) - { - characterPosition.Y = oldposY; - } - } - else - { - forcedZ = true; - } - } - else - { - forcedZ = true; - } - } - else - { - forcedZ = true; - } - } - - characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f); - characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f); - - character.Position = characterPosition; - - character._velocity.X = (character.Position.X - oldposX)/timeStep; - character._velocity.Y = (character.Position.Y - oldposY)/timeStep; - - if (forcedZ) - { - character._velocity.Z = 0; - character._target_velocity.Z = 0; - ((PhysicsActor)character).IsColliding = true; - character.RequestPhysicsterseUpdate(); - } - else - { - ((PhysicsActor)character).IsColliding = false; - character._velocity.Z = (character.Position.Z - oldposZ)/timeStep; - } - } - return fps; - } - - public override void GetResults() - { - } - - public override bool IsThreaded - { - // for now we won't be multithreaded - get { return (false); } - } - - public override void SetTerrain(float[] heightMap) - { - _heightMap = heightMap; - } - - public override void DeleteTerrain() - { - } - - public override void SetWaterLevel(float baseheight) - { - } - - public override Dictionary GetTopColliders() - { - Dictionary returncolliders = new Dictionary(); - return returncolliders; - } - } -} -- cgit v1.1