/* * 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 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() { return new POSScene(); } public string GetName() { return ("POS"); } public void Dispose() { } } 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) { // Does nothing right now } 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))) { return false; } if (Math.Abs(rotatedPos.y) >= (p.Size.Y*0.5 + Math.Abs(avatarSize.y))) { return false; } if (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.Position.X + (character._target_velocity.X*timeStep); if (check_all_prims(character)) { character.Position.X = oldposX; } character.Position.Y = 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 { get { return (false); // for now we won't be multithreaded } } public override void SetTerrain(float[] heightMap) { _heightMap = heightMap; } public override void DeleteTerrain() { } } 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; } } 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 void SetAcceleration(PhysicsVector accel) { _acceleration = accel; } public override void AddForce(PhysicsVector force) { } public override void SetMomentum(PhysicsVector momentum) { } public override void CrossingFailure() { } } 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; } } 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) { } 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 bool Selected { set { return; } } public override void CrossingFailure() { } } }