From e75dc1bd230700c4b5f17caea49879517d065251 Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Thu, 26 Jun 2008 00:30:33 +0000 Subject: Separate POS classes into mutiple files. --- OpenSim/Region/Physics/POSPlugin/POSCharacter.cs | 262 +++++++++ OpenSim/Region/Physics/POSPlugin/POSPlugin.cs | 715 ----------------------- OpenSim/Region/Physics/POSPlugin/POSPrim.cs | 262 +++++++++ OpenSim/Region/Physics/POSPlugin/POSScene.cs | 298 ++++++++++ 4 files changed, 822 insertions(+), 715 deletions(-) create mode 100644 OpenSim/Region/Physics/POSPlugin/POSCharacter.cs create mode 100644 OpenSim/Region/Physics/POSPlugin/POSPrim.cs create mode 100644 OpenSim/Region/Physics/POSPlugin/POSScene.cs (limited to 'OpenSim/Region/Physics/POSPlugin') diff --git a/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs new file mode 100644 index 0000000..d146b60 --- /dev/null +++ b/OpenSim/Region/Physics/POSPlugin/POSCharacter.cs @@ -0,0 +1,262 @@ +/* + * 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 OpenSim 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 Axiom.Math; +using Nini.Config; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; + +namespace OpenSim.Region.Physics.POSPlugin +{ + public class POSCharacter : PhysicsActor + { + private PhysicsVector _position; + public PhysicsVector _velocity; + public PhysicsVector _target_velocity = PhysicsVector.Zero; + private PhysicsVector _acceleration; + private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + private bool flying; + private bool iscolliding; + + public POSCharacter() + { + _velocity = new PhysicsVector(); + _position = new PhysicsVector(); + _acceleration = new PhysicsVector(); + } + + public override int PhysicsActorType + { + get { return (int) ActorTypes.Agent; } + set { return; } + } + + public override PhysicsVector 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 PhysicsVector Position + { + get { return _position; } + set { _position = value; } + } + + public override PhysicsVector Size + { + get { return new PhysicsVector(0.5f, 0.5f, 1.0f); } + set { } + } + + public override float Mass + { + get { return 0f; } + } + + public override PhysicsVector Force + { + get { return PhysicsVector.Zero; } + } + + public override PhysicsVector CenterOfMass + { + get { return PhysicsVector.Zero; } + } + + public override PhysicsVector GeometricCenter + { + get { return PhysicsVector.Zero; } + } + + public override PrimitiveBaseShape Shape + { + set { return; } + } + + public override PhysicsVector Velocity + { + get { return _velocity; } + set { _target_velocity = value; } + } + + public override float CollisionScore + { + get { return 0f; } + set { } + } + + public override Quaternion Orientation + { + get { return Quaternion.Identity; } + set { } + } + + public override PhysicsVector Acceleration + { + get { return _acceleration; } + } + + public override bool Kinematic + { + get { return true; } + set { } + } + + public override void link(PhysicsActor obj) + { + } + + public override void delink() + { + } + + public override void LockAngularMotion(PhysicsVector axis) + { + } + + public void SetAcceleration(PhysicsVector accel) + { + _acceleration = accel; + } + + public override void AddForce(PhysicsVector force, bool pushforce) + { + } + + public override void SetMomentum(PhysicsVector momentum) + { + } + + public override void CrossingFailure() + { + } + + public override PhysicsVector PIDTarget + { + set { return; } + } + + public override bool PIDActive + { + set { return; } + } + + public override float PIDTau + { + 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 index 8d1fb0e..65f10f9 100644 --- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs +++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs @@ -62,719 +62,4 @@ 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; - - public POSScene() - { - } - - public override void Initialise(IMesher meshmerizer, IConfigSource config) - { - } - - public override void Dispose() - { - } - - public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size) - { - POSCharacter act = new POSCharacter(); - act.Position = position; - _characters.Add(act); - return act; - } - - public override void SetWaterLevel(float baseheight) - { - } - - 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(PhysicsVector position, PhysicsVector size, Quaternion rotation) - { - return null; - } -*/ - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation) - { - return AddPrimShape(primName, pbs, position, size, rotation, false); - } - - public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, - PhysicsVector size, Quaternion rotation, bool isPhysical) - { - POSPrim prim = new POSPrim(); - prim.Position = position; - prim.Orientation = rotation; - prim.Size = size; - _prims.Add(prim); - return prim; - } - - private bool check_collision(POSCharacter c, POSPrim p) - { - /* - Console.WriteLine("checking whether " + c + " collides with " + p + - " absX: " + Math.Abs(p.Position.X - c.Position.X) + - " sizeX: " + p.Size.X * 0.5 + 0.5); - */ - - Vector3 rotatedPos = p.Orientation.Inverse() * - new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, - c.Position.Z - p.Position.Z); - Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z); - - if (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))) - { - return false; - } - return true; - } - - private bool check_all_prims(POSCharacter c) - { - for (int i = 0; i < _prims.Count; ++i) - { - if (check_collision(c, _prims[i])) - { - 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; - } - - bool forcedZ = false; - character.Position.X += character._target_velocity.X*timeStep; - character.Position.Y += character._target_velocity.Y*timeStep; - - if (character.Position.Y < 0) - { - character.Position.Y = 0.1F; - } - else if (character.Position.Y >= Constants.RegionSize) - { - character.Position.Y = Constants.RegionSize - 0.1f; - } - - if (character.Position.X < 0) - { - character.Position.X = 0.1F; - } - else if (character.Position.X >= Constants.RegionSize) - { - character.Position.X = Constants.RegionSize - 0.1f; - } - - float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; - if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2) - { - character.Position.Z = terrainheight + 1.0f; - forcedZ = true; - } - else - { - character.Position.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 (check_all_prims(character)) - { - character.Position.Z = oldposZ; // first try Z axis - if (check_all_prims(character)) - { - character.Position.Z = oldposZ + 0.4f; // try harder - if (check_all_prims(character)) - { - character.Position.X = oldposX; - character.Position.Y = oldposY; - character.Position.Z = oldposZ; - character.Position.X += character._target_velocity.X * timeStep; - if (check_all_prims(character)) - { - character.Position.X = oldposX; - } - character.Position.Y += character._target_velocity.Y * timeStep; - if (check_all_prims(character)) - { - character.Position.Y = oldposY; - } - } - else - { - forcedZ = true; - } - } - else - { - forcedZ = true; - } - } - - if (character.Position.Y < 0) - { - character.Position.Y = 0.1F; - } - else if (character.Position.Y >= Constants.RegionSize) - { - character.Position.Y = Constants.RegionSize - 0.1f; - } - - if (character.Position.X < 0) - { - character.Position.X = 0.1F; - } - else if (character.Position.X >= Constants.RegionSize) - { - character.Position.X = Constants.RegionSize - 0.1f; - } - - 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 Dictionary GetTopColliders() - { - Dictionary returncolliders = new Dictionary(); - return returncolliders; - } - } - - public class POSCharacter : PhysicsActor - { - private PhysicsVector _position; - public PhysicsVector _velocity; - public PhysicsVector _target_velocity = PhysicsVector.Zero; - private PhysicsVector _acceleration; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; - private bool flying; - private bool iscolliding; - - public POSCharacter() - { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Agent; } - set { return; } - } - - public override PhysicsVector 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 PhysicsVector Position - { - get { return _position; } - set { _position = value; } - } - - public override PhysicsVector Size - { - get { return new PhysicsVector(0.5f, 0.5f, 1.0f); } - set { } - } - - public override float Mass - { - get { return 0f; } - } - - public override PhysicsVector Force - { - get { return PhysicsVector.Zero; } - } - - public override PhysicsVector CenterOfMass - { - get { return PhysicsVector.Zero; } - } - - public override PhysicsVector GeometricCenter - { - get { return PhysicsVector.Zero; } - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override PhysicsVector Velocity - { - get { return _velocity; } - set { _target_velocity = value; } - } - - public override float CollisionScore - { - get { return 0f; } - set { } - } - - public override Quaternion Orientation - { - get { return Quaternion.Identity; } - set { } - } - - public override PhysicsVector Acceleration - { - get { return _acceleration; } - } - - public override bool Kinematic - { - get { return true; } - set { } - } - - public override void link(PhysicsActor obj) - { - } - - public override void delink() - { - } - - public override void LockAngularMotion(PhysicsVector axis) - { - } - - public void SetAcceleration(PhysicsVector accel) - { - _acceleration = accel; - } - - public override void AddForce(PhysicsVector force, bool pushforce) - { - } - - public override void SetMomentum(PhysicsVector momentum) - { - } - - public override void CrossingFailure() - { - } - - public override PhysicsVector PIDTarget - { - set { return; } - } - - public override bool PIDActive - { - set { return; } - } - - public override float PIDTau - { - set { return; } - } - - public override void SubscribeEvents(int ms) - { - } - - public override void UnSubscribeEvents() - { - } - - public override bool SubscribedEvents() - { - return false; - } - } - - public class POSPrim : PhysicsActor - { - private PhysicsVector _position; - private PhysicsVector _velocity; - private PhysicsVector _acceleration; - private PhysicsVector _size; - private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; - private Quaternion _orientation; - private bool iscolliding; - - public POSPrim() - { - _velocity = new PhysicsVector(); - _position = new PhysicsVector(); - _acceleration = new PhysicsVector(); - } - - public override int PhysicsActorType - { - get { return (int) ActorTypes.Prim; } - set { return; } - } - - public override PhysicsVector 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 PhysicsVector Position - { - get { return _position; } - set { _position = value; } - } - - public override PhysicsVector Size - { - get { return _size; } - set { _size = value; } - } - - public override float Mass - { - get { return 0f; } - } - - public override PhysicsVector Force - { - get { return PhysicsVector.Zero; } - } - - public override PhysicsVector CenterOfMass - { - get { return PhysicsVector.Zero; } - } - - public override PhysicsVector GeometricCenter - { - get { return PhysicsVector.Zero; } - } - - public override PrimitiveBaseShape Shape - { - set { return; } - } - - public override float Buoyancy - { - get { return 0f; } - set { return; } - } - - public override bool FloatOnWater - { - set { return; } - } - - public override PhysicsVector 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 PhysicsVector Acceleration - { - get { return _acceleration; } - } - - public override bool Kinematic - { - get { return true; } - set { } - } - - public void SetAcceleration(PhysicsVector accel) - { - _acceleration = accel; - } - - public override void AddForce(PhysicsVector force, bool pushforce) - { - } - - public override void SetMomentum(PhysicsVector 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(PhysicsVector axis) - { - - } - - public override bool Selected - { - set { return; } - } - - public override void CrossingFailure() - { - } - - public override PhysicsVector PIDTarget - { - set { return; } - } - - public override bool PIDActive - { - set { return; } - } - - public override float PIDTau - { - 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/POSPrim.cs b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs new file mode 100644 index 0000000..c767917 --- /dev/null +++ b/OpenSim/Region/Physics/POSPlugin/POSPrim.cs @@ -0,0 +1,262 @@ +/* + * 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 OpenSim 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 Axiom.Math; +using Nini.Config; +using OpenSim.Framework; +using OpenSim.Region.Physics.Manager; + +namespace OpenSim.Region.Physics.POSPlugin +{ + public class POSPrim : PhysicsActor + { + private PhysicsVector _position; + private PhysicsVector _velocity; + private PhysicsVector _acceleration; + private PhysicsVector _size; + private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; + private Quaternion _orientation; + private bool iscolliding; + + public POSPrim() + { + _velocity = new PhysicsVector(); + _position = new PhysicsVector(); + _acceleration = new PhysicsVector(); + } + + public override int PhysicsActorType + { + get { return (int) ActorTypes.Prim; } + set { return; } + } + + public override PhysicsVector 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 PhysicsVector Position + { + get { return _position; } + set { _position = value; } + } + + public override PhysicsVector Size + { + get { return _size; } + set { _size = value; } + } + + public override float Mass + { + get { return 0f; } + } + + public override PhysicsVector Force + { + get { return PhysicsVector.Zero; } + } + + public override PhysicsVector CenterOfMass + { + get { return PhysicsVector.Zero; } + } + + public override PhysicsVector GeometricCenter + { + get { return PhysicsVector.Zero; } + } + + public override PrimitiveBaseShape Shape + { + set { return; } + } + + public override float Buoyancy + { + get { return 0f; } + set { return; } + } + + public override bool FloatOnWater + { + set { return; } + } + + public override PhysicsVector 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 PhysicsVector Acceleration + { + get { return _acceleration; } + } + + public override bool Kinematic + { + get { return true; } + set { } + } + + public void SetAcceleration(PhysicsVector accel) + { + _acceleration = accel; + } + + public override void AddForce(PhysicsVector force, bool pushforce) + { + } + + public override void SetMomentum(PhysicsVector 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(PhysicsVector axis) + { + } + + public override bool Selected + { + set { return; } + } + + public override void CrossingFailure() + { + } + + public override PhysicsVector PIDTarget + { + set { return; } + } + + public override bool PIDActive + { + set { return; } + } + + public override float PIDTau + { + 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 new file mode 100644 index 0000000..e9ecaa5 --- /dev/null +++ b/OpenSim/Region/Physics/POSPlugin/POSScene.cs @@ -0,0 +1,298 @@ +/* + * 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 OpenSim 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 Axiom.Math; +using Nini.Config; +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; + + public POSScene() + { + } + + public override void Initialise(IMesher meshmerizer, IConfigSource config) + { + } + + public override void Dispose() + { + } + + public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size) + { + POSCharacter act = new POSCharacter(); + act.Position = position; + _characters.Add(act); + return act; + } + + public override void SetWaterLevel(float baseheight) + { + } + + 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(PhysicsVector position, PhysicsVector size, Quaternion rotation) + { + return null; + } +*/ + + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, + PhysicsVector size, Quaternion rotation) + { + return AddPrimShape(primName, pbs, position, size, rotation, false); + } + + public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, + PhysicsVector size, Quaternion rotation, bool isPhysical) + { + POSPrim prim = new POSPrim(); + prim.Position = position; + prim.Orientation = rotation; + prim.Size = size; + _prims.Add(prim); + return prim; + } + + private bool check_collision(POSCharacter c, POSPrim p) + { + /* + Console.WriteLine("checking whether " + c + " collides with " + p + + " absX: " + Math.Abs(p.Position.X - c.Position.X) + + " sizeX: " + p.Size.X * 0.5 + 0.5); + */ + + Vector3 rotatedPos = p.Orientation.Inverse() * + new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y, + c.Position.Z - p.Position.Z); + Vector3 avatarSize = p.Orientation.Inverse()*new Vector3(c.Size.X, c.Size.Y, c.Size.Z); + + if (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))) + { + return false; + } + return true; + } + + private bool check_all_prims(POSCharacter c) + { + for (int i = 0; i < _prims.Count; ++i) + { + if (check_collision(c, _prims[i])) + { + 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; + } + + bool forcedZ = false; + character.Position.X += character._target_velocity.X*timeStep; + character.Position.Y += character._target_velocity.Y*timeStep; + + if (character.Position.Y < 0) + { + character.Position.Y = 0.1F; + } + else if (character.Position.Y >= Constants.RegionSize) + { + character.Position.Y = Constants.RegionSize - 0.1f; + } + + if (character.Position.X < 0) + { + character.Position.X = 0.1F; + } + else if (character.Position.X >= Constants.RegionSize) + { + character.Position.X = Constants.RegionSize - 0.1f; + } + + float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X]; + if (character.Position.Z + (character._target_velocity.Z*timeStep) < terrainheight + 2) + { + character.Position.Z = terrainheight + 1.0f; + forcedZ = true; + } + else + { + character.Position.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 (check_all_prims(character)) + { + character.Position.Z = oldposZ; // first try Z axis + if (check_all_prims(character)) + { + character.Position.Z = oldposZ + 0.4f; // try harder + if (check_all_prims(character)) + { + character.Position.X = oldposX; + character.Position.Y = oldposY; + character.Position.Z = oldposZ; + character.Position.X += character._target_velocity.X * timeStep; + if (check_all_prims(character)) + { + character.Position.X = oldposX; + } + character.Position.Y += character._target_velocity.Y * timeStep; + if (check_all_prims(character)) + { + character.Position.Y = oldposY; + } + } + else + { + forcedZ = true; + } + } + else + { + forcedZ = true; + } + } + + if (character.Position.Y < 0) + { + character.Position.Y = 0.1F; + } + else if (character.Position.Y >= Constants.RegionSize) + { + character.Position.Y = Constants.RegionSize - 0.1f; + } + + if (character.Position.X < 0) + { + character.Position.X = 0.1F; + } + else if (character.Position.X >= Constants.RegionSize) + { + character.Position.X = Constants.RegionSize - 0.1f; + } + + 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 Dictionary GetTopColliders() + { + Dictionary returncolliders = new Dictionary(); + return returncolliders; + } + } +} -- cgit v1.1