/* * 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 OpenSimulator 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 Nini.Config; using Mono.Addins; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.PhysicsModules.SharedBase; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.Framework.Interfaces; namespace OpenSim.Region.PhysicsModule.BasicPhysics { /// /// This is an incomplete extremely basic physics implementation /// /// /// Not useful for anything at the moment apart from some regression testing in other components where some form /// of physics plugin is needed. /// [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicPhysicsScene")] public class BasicScene : PhysicsScene, INonSharedRegionModule { private List _actors = new List(); private List _prims = new List(); private float[] _heightMap; private Vector3 m_regionExtent; private bool m_Enabled = false; //protected internal string sceneIdentifier; #region INonSharedRegionModule public string Name { get { return "basicphysics"; } } public string Version { get { return "1.0"; } } public Type ReplaceableInterface { get { return null; } } public void Initialise(IConfigSource source) { // TODO: Move this out of Startup IConfig config = source.Configs["Startup"]; if (config != null) { string physics = config.GetString("physics", string.Empty); if (physics == Name) m_Enabled = true; } } public void Close() { } public void AddRegion(Scene scene) { if (!m_Enabled) return; EngineType = Name; PhysicsSceneName = EngineType + "/" + scene.RegionInfo.RegionName; EngineName = Name + " " + Version; scene.RegisterModuleInterface(this); m_regionExtent = new Vector3(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY, scene.RegionInfo.RegionSizeZ); base.Initialise(scene.PhysicsRequestAsset, (scene.Heightmap != null ? scene.Heightmap.GetFloatsSerialised() : new float[scene.RegionInfo.RegionSizeX * scene.RegionInfo.RegionSizeY]), (float)scene.RegionInfo.RegionSettings.WaterHeight); } public void RemoveRegion(Scene scene) { if (!m_Enabled) return; } public void RegionLoaded(Scene scene) { if (!m_Enabled) return; } #endregion public override void Dispose() {} public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localid) { BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs); prim.IsPhysical = isPhysical; _prims.Add(prim); return prim; } public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying) { BasicActor act = new BasicActor(size); act.Position = position; act.Velocity = velocity; act.Flying = isFlying; _actors.Add(act); return act; } public override void RemovePrim(PhysicsActor actor) { BasicPhysicsPrim prim = (BasicPhysicsPrim)actor; if (_prims.Contains(prim)) _prims.Remove(prim); } public override void RemoveAvatar(PhysicsActor actor) { BasicActor act = (BasicActor)actor; if (_actors.Contains(act)) _actors.Remove(act); } public override void AddPhysicsActorTaint(PhysicsActor prim) { } public override float Simulate(float timeStep) { // Console.WriteLine("Simulating"); // float fps = 0; for (int i = 0; i < _actors.Count; ++i) { BasicActor actor = _actors[i]; Vector3 actorPosition = actor.Position; Vector3 actorVelocity = actor.Velocity; //Console.WriteLine( // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); actorPosition.X += actor.Velocity.X * timeStep; actorPosition.Y += actor.Velocity.Y * timeStep; if (actor.Position.Y < 0) { actorPosition.Y = 0.1F; } else if (actor.Position.Y >= m_regionExtent.Y) { actorPosition.Y = (m_regionExtent.Y - 0.1f); } if (actor.Position.X < 0) { actorPosition.X = 0.1F; } else if (actor.Position.X >= m_regionExtent.X) { actorPosition.X = (m_regionExtent.X - 0.1f); } float terrainHeight = 0; if (_heightMap != null) terrainHeight = _heightMap[(int)actor.Position.Y * (int)m_regionExtent.Y + (int)actor.Position.X]; float height = terrainHeight + actor.Size.Z; // Console.WriteLine("height {0}, actorPosition {1}", height, actorPosition); if (actor.Flying) { if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2) { actorPosition.Z = height; actorVelocity.Z = 0; actor.IsColliding = true; } else { actorPosition.Z += actor.Velocity.Z * timeStep; actor.IsColliding = false; } } else { actorPosition.Z = height; actorVelocity.Z = 0; actor.IsColliding = true; } actor.Position = actorPosition; actor.Velocity = actorVelocity; } return 1.0f; } 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 override void SetWaterLevel(float baseheight) { } public override Dictionary GetTopColliders() { Dictionary returncolliders = new Dictionary(); return returncolliders; } } }