aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
blob: 10684d19f090f9e3cedfd52ed2fa39a6f76715d2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
/*
 * 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
{
    /// <summary>
    /// This is an incomplete extremely basic physics implementation
    /// </summary>
    /// <remarks>
    /// Not useful for anything at the moment apart from some regression testing in other components where some form
    /// of physics plugin is needed.
    /// </remarks>
    [Extension(Path = "/OpenSim/RegionModules", NodeName = "RegionModule", Id = "BasicPhysicsScene")]
    public class BasicScene : PhysicsScene, INonSharedRegionModule
    {
        private List<BasicActor> _actors = new List<BasicActor>();
        private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
        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 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;

            scene.RegisterModuleInterface<PhysicsScene>(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[Constants.RegionSize * Constants.RegionSize]),
                (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 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 override void SetWaterLevel(float baseheight)
        {
        }

        public override Dictionary<uint, float> GetTopColliders()
        {
            Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
            return returncolliders;
        }

    }
}