/* * 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.Collections.Generic; using Nini.Config; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Physics.Manager; namespace OpenSim.Region.Physics.BasicPhysicsPlugin { /// /// Effectively a physics plugin that simulates no physics at all. /// public class BasicPhysicsPlugin : IPhysicsPlugin { public BasicPhysicsPlugin() { } public bool Init() { return true; } public PhysicsScene GetScene(string sceneIdentifier) { return new BasicScene(sceneIdentifier); } public string GetName() { return ("basicphysics"); } public void Dispose() { } } public class BasicScene : PhysicsScene { private List _actors = new List(); private float[] _heightMap; //protected internal string sceneIdentifier; public BasicScene(string _sceneIdentifier) { //sceneIdentifier = _sceneIdentifier; } public override void Initialise(IMesher meshmerizer, IConfigSource config) { // Does nothing right now } public override void Dispose() { } public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size, bool isFlying) { BasicActor act = new BasicActor(); act.Position = position; act.Flying = isFlying; _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 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 AddPhysicsActorTaint(PhysicsActor prim) { } public override float Simulate(float timeStep) { float fps = 0; for (int i = 0; i < _actors.Count; ++i) { BasicActor actor = _actors[i]; actor.Position.X += actor.Velocity.X*timeStep; actor.Position.Y += actor.Velocity.Y*timeStep; if (actor.Position.Y < 0) { actor.Position.Y = 0.1F; } else if (actor.Position.Y >= Constants.RegionSize) { actor.Position.Y = 255.9F; } if (actor.Position.X < 0) { actor.Position.X = 0.1F; } else if (actor.Position.X >= Constants.RegionSize) { actor.Position.X = 255.9F; } float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z; if (actor.Flying) { if (actor.Position.Z + (actor.Velocity.Z*timeStep) < _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2) { actor.Position.Z = height; actor.Velocity.Z = 0; actor.IsColliding = true; } else { actor.Position.Z += actor.Velocity.Z*timeStep; actor.IsColliding = false; } } else { actor.Position.Z = height; actor.Velocity.Z = 0; actor.IsColliding = true; } } return fps; } 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 SetWaterLevel(float baseheight) { } public override void DeleteTerrain() { } public override Dictionary GetTopColliders() { Dictionary returncolliders = new Dictionary(); return returncolliders; } } public class BasicActor : PhysicsActor { private PhysicsVector _position; private PhysicsVector _velocity; private PhysicsVector _acceleration; private PhysicsVector _size; private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero; private bool flying; private bool iscolliding; public BasicActor() { _velocity = new PhysicsVector(); _position = new PhysicsVector(); _acceleration = new PhysicsVector(); _size = 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 _size; } set { _size = value; _size.Z = _size.Z / 2.0f; } } public override PrimitiveBaseShape Shape { set { return; } } public override float Mass { get { return 0f; } } public override PhysicsVector Force { get { return PhysicsVector.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, PhysicsVector value) { } public override void VehicleRotationParam(int param, Quaternion rotation) { } public override void SetVolumeDetect(int param) { } public override PhysicsVector CenterOfMass { get { return PhysicsVector.Zero; } } public override PhysicsVector GeometricCenter { get { return PhysicsVector.Zero; } } public override PhysicsVector Velocity { get { return _velocity; } set { _velocity = value; } } public override PhysicsVector Torque { get { return PhysicsVector.Zero; } set { return; } } 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 AddAngularForce(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 float PIDHoverHeight { set { return; } } public override bool PIDHoverActive { set { return; } } public override PIDHoverType PIDHoverType { set { return; } } public override float PIDHoverTau { set { return; } } public override void SubscribeEvents(int ms) { } public override void UnSubscribeEvents() { } public override bool SubscribedEvents() { return false; } } }