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* notice, this list of conditions and the following disclaimer.
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* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
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* 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
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*/
using System.Collections.Generic;
using Axiom.Math;
using OpenSim.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 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);
if (actor.Position.Y < 0)
{
actor.Position.Y = 0;
}
else if (actor.Position.Y > 256)
{
actor.Position.Y = 256;
}
if (actor.Position.X < 0)
{
actor.Position.X = 0;
}
else if (actor.Position.X > 256)
{
actor.Position.X = 256;
}
float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
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)
{
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 flying;
}
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 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)
{
this._acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
}
}