opensim – Rev 1
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* 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:
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* 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
/// <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>
public class BasicScene : PhysicsScene
{
private List<BasicActor> _actors = new List<BasicActor>();
private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
private float[] _heightMap;
//protected internal string sceneIdentifier;
public BasicScene(string engineType, string _sceneIdentifier)
{
EngineType = engineType;
Name = EngineType + "/" + _sceneIdentifier;
//sceneIdentifier = _sceneIdentifier;
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
}
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 size, bool isFlying)
{
BasicActor act = new BasicActor(size);
act.Position = position;
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 >= Constants.RegionSize)
{
actorPosition.Y = ((int)Constants.RegionSize - 0.1f);
}
if (actor.Position.X < 0)
{
actorPosition.X = 0.1F;
}
else if (actor.Position.X >= Constants.RegionSize)
{
actorPosition.X = ((int)Constants.RegionSize - 0.1f);
}
float terrainHeight = 0;
if (_heightMap != null)
terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X];
float height = terrainHeight + actor.Size.Z;
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;
}
}
}