opensim – Blame information for rev 1
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1 | eva | 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 | |||
50 | //protected internal string sceneIdentifier; |
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51 | |||
52 | public BasicScene(string engineType, string _sceneIdentifier) |
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53 | { |
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54 | EngineType = engineType; |
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55 | Name = EngineType + "/" + _sceneIdentifier; |
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56 | //sceneIdentifier = _sceneIdentifier; |
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57 | } |
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58 | |||
59 | public override void Initialise(IMesher meshmerizer, IConfigSource config) |
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60 | { |
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61 | } |
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62 | |||
63 | public override void Dispose() {} |
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64 | |||
65 | public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, |
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66 | Vector3 size, Quaternion rotation, bool isPhysical, uint localid) |
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67 | { |
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68 | BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs); |
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69 | prim.IsPhysical = isPhysical; |
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70 | |||
71 | _prims.Add(prim); |
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72 | |||
73 | return prim; |
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74 | } |
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75 | |||
76 | public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying) |
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77 | { |
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78 | BasicActor act = new BasicActor(size); |
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79 | act.Position = position; |
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80 | act.Flying = isFlying; |
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81 | _actors.Add(act); |
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82 | return act; |
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83 | } |
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84 | |||
85 | public override void RemovePrim(PhysicsActor actor) |
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86 | { |
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87 | BasicPhysicsPrim prim = (BasicPhysicsPrim)actor; |
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88 | if (_prims.Contains(prim)) |
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89 | _prims.Remove(prim); |
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90 | } |
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91 | |||
92 | public override void RemoveAvatar(PhysicsActor actor) |
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93 | { |
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94 | BasicActor act = (BasicActor)actor; |
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95 | if (_actors.Contains(act)) |
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96 | _actors.Remove(act); |
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97 | } |
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98 | |||
99 | public override void AddPhysicsActorTaint(PhysicsActor prim) |
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100 | { |
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101 | } |
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102 | |||
103 | public override float Simulate(float timeStep) |
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104 | { |
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105 | // Console.WriteLine("Simulating"); |
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106 | |||
107 | float fps = 0; |
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108 | for (int i = 0; i < _actors.Count; ++i) |
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109 | { |
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110 | BasicActor actor = _actors[i]; |
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111 | Vector3 actorPosition = actor.Position; |
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112 | Vector3 actorVelocity = actor.Velocity; |
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113 | |||
114 | // Console.WriteLine( |
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115 | // "Processing actor {0}, starting pos {1}, starting vel {2}", i, actorPosition, actorVelocity); |
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116 | |||
117 | actorPosition.X += actor.Velocity.X * timeStep; |
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118 | actorPosition.Y += actor.Velocity.Y * timeStep; |
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119 | |||
120 | if (actor.Position.Y < 0) |
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121 | { |
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122 | actorPosition.Y = 0.1F; |
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123 | } |
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124 | else if (actor.Position.Y >= Constants.RegionSize) |
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125 | { |
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126 | actorPosition.Y = ((int)Constants.RegionSize - 0.1f); |
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127 | } |
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128 | |||
129 | if (actor.Position.X < 0) |
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130 | { |
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131 | actorPosition.X = 0.1F; |
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132 | } |
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133 | else if (actor.Position.X >= Constants.RegionSize) |
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134 | { |
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135 | actorPosition.X = ((int)Constants.RegionSize - 0.1f); |
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136 | } |
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137 | |||
138 | float terrainHeight = 0; |
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139 | if (_heightMap != null) |
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140 | terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X]; |
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141 | |||
142 | float height = terrainHeight + actor.Size.Z; |
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143 | |||
144 | if (actor.Flying) |
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145 | { |
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146 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2) |
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147 | { |
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148 | actorPosition.Z = height; |
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149 | actorVelocity.Z = 0; |
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150 | actor.IsColliding = true; |
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151 | } |
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152 | else |
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153 | { |
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154 | actorPosition.Z += actor.Velocity.Z * timeStep; |
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155 | actor.IsColliding = false; |
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156 | } |
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157 | } |
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158 | else |
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159 | { |
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160 | actorPosition.Z = height; |
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161 | actorVelocity.Z = 0; |
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162 | actor.IsColliding = true; |
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163 | } |
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164 | |||
165 | actor.Position = actorPosition; |
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166 | actor.Velocity = actorVelocity; |
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167 | } |
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168 | |||
169 | return fps; |
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170 | } |
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171 | |||
172 | public override void GetResults() |
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173 | { |
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174 | } |
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175 | |||
176 | public override bool IsThreaded |
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177 | { |
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178 | get { return (false); // for now we won't be multithreaded |
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179 | } |
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180 | } |
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181 | |||
182 | public override void SetTerrain(float[] heightMap) |
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183 | { |
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184 | _heightMap = heightMap; |
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185 | } |
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186 | |||
187 | public override void DeleteTerrain() |
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188 | { |
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189 | } |
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190 | |||
191 | public override void SetWaterLevel(float baseheight) |
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192 | { |
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193 | } |
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194 | |||
195 | public override Dictionary<uint, float> GetTopColliders() |
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196 | { |
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197 | Dictionary<uint, float> returncolliders = new Dictionary<uint, float>(); |
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198 | return returncolliders; |
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199 | } |
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200 | } |
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201 | } |