/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* modification, are permitted provided that the following conditions are met:
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* 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;
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* 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.Collections.Generic;
using Axiom.Math;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
///
/// Will be the PhysX plugin but for now will be a very basic physics engine
///
public class BasicPhysicsPlugin : IPhysicsPlugin
{
public BasicPhysicsPlugin()
{
}
public bool Init()
{
return true;
}
public PhysicsScene GetScene()
{
return new BasicScene();
}
public string GetName()
{
return ("basicphysics");
}
public void Dispose()
{
}
}
public class BasicScene : PhysicsScene
{
private List _actors = new List();
private float[] _heightMap;
public BasicScene()
{
}
public override void Initialise(IMesher meshmerizer)
{
// Does nothing right now
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
{
BasicActor act = new BasicActor();
act.Position = position;
_actors.Add(act);
return act;
}
public override void RemovePrim(PhysicsActor prim)
{
}
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, Quaternion rotation)
{
return null;
}
*/
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation)
{
return this.AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
{
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);
if (actor.Position.Y < 0)
{
actor.Position.Y = 0.1F;
}
else if (actor.Position.Y >= 256)
{
actor.Position.Y = 255.9F;
}
if (actor.Position.X < 0)
{
actor.Position.X = 0.1F;
}
else if (actor.Position.X > 256)
{
actor.Position.X = 255.9F;
}
float height = _heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 1.0f;
if (actor.Flying)
{
if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
_heightMap[(int) actor.Position.Y*256 + (int) actor.Position.X] + 2)
{
actor.Position.Z = height;
actor.Velocity.Z = 0;
}
else
{
actor.Position.Z = actor.Position.Z + (actor.Velocity.Z*timeStep);
}
}
else
{
actor.Position.Z = height;
actor.Velocity.Z = 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)
{
_heightMap = heightMap;
}
public override void DeleteTerrain()
{
}
}
public class BasicActor : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private bool flying;
private bool iscolliding;
public BasicActor()
{
_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 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 PhysicsVector Position
{
get { return _position; }
set { _position = value; }
}
public override PhysicsVector Size
{
get { return new PhysicsVector(0, 0, 0); }
set { }
}
public override PrimitiveBaseShape Shape
{
set
{
return;
}
}
public override PhysicsVector Velocity
{
get { return _velocity; }
set { _velocity = value; }
}
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 void SetAcceleration(PhysicsVector accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
}
}