clockwerk-opensim – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using Nini.Config; |
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31 | using OpenMetaverse; |
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32 | using OpenSim.Framework; |
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33 | using OpenSim.Region.Physics.Manager; |
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34 | |||
35 | namespace OpenSim.Region.Physics.BasicPhysicsPlugin |
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36 | { |
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37 | /// <summary> |
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38 | /// This is an incomplete extremely basic physics implementation |
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39 | /// </summary> |
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40 | /// <remarks> |
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41 | /// Not useful for anything at the moment apart from some regression testing in other components where some form |
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42 | /// of physics plugin is needed. |
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43 | /// </remarks> |
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44 | public class BasicScene : PhysicsScene |
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45 | { |
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46 | private List<BasicActor> _actors = new List<BasicActor>(); |
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47 | private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>(); |
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48 | private float[] _heightMap; |
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49 | private Vector3 m_regionExtent; |
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50 | |||
51 | //protected internal string sceneIdentifier; |
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52 | |||
53 | public BasicScene(string engineType, string _sceneIdentifier) |
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54 | { |
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55 | EngineType = engineType; |
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56 | Name = EngineType + "/" + _sceneIdentifier; |
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57 | //sceneIdentifier = _sceneIdentifier; |
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58 | } |
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59 | |||
60 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
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61 | { |
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62 | throw new Exception("Should not be called."); |
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63 | } |
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64 | |||
65 | public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent) |
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66 | { |
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67 | m_regionExtent = regionExtent; |
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68 | } |
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69 | |||
70 | public override void Dispose() {} |
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71 | |||
72 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
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73 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) |
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74 | { |
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75 | BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs); |
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76 | prim.IsPhysical = isPhysical; |
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77 | |||
78 | _prims.Add(prim); |
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79 | |||
80 | return prim; |
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81 | } |
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82 | |||
83 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
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84 | { |
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85 | BasicActor act = new BasicActor(size); |
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86 | act.Position = position; |
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87 | act.Flying = isFlying; |
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88 | _actors.Add(act); |
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89 | return act; |
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90 | } |
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91 | |||
92 | public override void RemovePrim(PhysicsActor actor) |
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93 | { |
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94 | BasicPhysicsPrim prim = (BasicPhysicsPrim)actor; |
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95 | if (_prims.Contains(prim)) |
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96 | _prims.Remove(prim); |
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97 | } |
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98 | |||
99 | public override void RemoveAvatar(PhysicsActor actor) |
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100 | { |
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101 | BasicActor act = (BasicActor)actor; |
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102 | if (_actors.Contains(act)) |
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103 | _actors.Remove(act); |
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104 | } |
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105 | |||
106 | public override void AddPhysicsActorTaint(PhysicsActor prim) |
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107 | { |
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108 | } |
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109 | |||
110 | public override float Simulate(float timeStep) |
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111 | { |
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112 | // Console.WriteLine("Simulating"); |
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113 | |||
114 | float fps = 0; |
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115 | for (int i = 0; i < _actors.Count; ++i) |
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116 | { |
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117 | BasicActor actor = _actors[i]; |
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118 | Vector3 actorPosition = actor.Position; |
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119 | Vector3 actorVelocity = actor.Velocity; |
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120 | |||
121 | // Console.WriteLine( |
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122 | // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); |
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123 | |||
124 | actorPosition.X += actor.Velocity.X * timeStep; |
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125 | actorPosition.Y += actor.Velocity.Y * timeStep; |
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126 | |||
127 | if (actor.Position.Y < 0) |
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128 | { |
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129 | actorPosition.Y = 0.1F; |
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130 | } |
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131 | else if (actor.Position.Y >= m_regionExtent.Y) |
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132 | { |
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133 | actorPosition.Y = (m_regionExtent.Y - 0.1f); |
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134 | } |
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135 | |||
136 | if (actor.Position.X < 0) |
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137 | { |
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138 | actorPosition.X = 0.1F; |
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139 | } |
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140 | else if (actor.Position.X >= m_regionExtent.X) |
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141 | { |
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142 | actorPosition.X = (m_regionExtent.X - 0.1f); |
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143 | } |
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144 | |||
145 | float terrainHeight = 0; |
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146 | if (_heightMap != null) |
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147 | terrainHeight = _heightMap[(int)actor.Position.Y * (int)m_regionExtent.Y + (int)actor.Position.X]; |
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148 | |||
149 | float height = terrainHeight + actor.Size.Z; |
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150 | // Console.WriteLine("height {0}, actorPosition {1}", height, actorPosition); |
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151 | |||
152 | if (actor.Flying) |
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153 | { |
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154 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2) |
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155 | { |
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156 | actorPosition.Z = height; |
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157 | actorVelocity.Z = 0; |
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158 | actor.IsColliding = true; |
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159 | } |
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160 | else |
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161 | { |
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162 | actorPosition.Z += actor.Velocity.Z * timeStep; |
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163 | actor.IsColliding = false; |
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164 | } |
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165 | } |
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166 | else |
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167 | { |
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168 | actorPosition.Z = height; |
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169 | actorVelocity.Z = 0; |
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170 | actor.IsColliding = true; |
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171 | } |
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172 | |||
173 | actor.Position = actorPosition; |
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174 | actor.Velocity = actorVelocity; |
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175 | } |
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176 | |||
177 | return fps; |
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178 | } |
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179 | |||
180 | public override void GetResults() |
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181 | { |
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182 | } |
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183 | |||
184 | public override bool IsThreaded |
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185 | { |
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186 | get { return (false); // for now we won't be multithreaded |
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187 | } |
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188 | } |
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189 | |||
190 | public override void SetTerrain(float[] heightMap) |
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191 | { |
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192 | _heightMap = heightMap; |
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193 | } |
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194 | |||
195 | public override void DeleteTerrain() |
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196 | { |
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197 | } |
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198 | |||
199 | public override void SetWaterLevel(float baseheight) |
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200 | { |
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201 | } |
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202 | |||
203 | public override Dictionary<uint, float> GetTopColliders() |
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204 | { |
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205 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |
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206 | return returncolliders; |
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207 | } |
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208 | } |
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209 | } |