mirror of
https://github.com/opensim/opensim.git
synced 2026-08-04 16:22:50 +08:00
Major renaming of Physics dlls / folders. No functional changes, just renames.
This commit is contained in:
58
OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs
Normal file
58
OpenSim/Region/PhysicsModules/BasicPhysics/AssemblyInfo.cs
Normal file
@@ -0,0 +1,58 @@
|
||||
/*
|
||||
* 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.Reflection;
|
||||
using System.Runtime.InteropServices;
|
||||
|
||||
// Information about this assembly is defined by the following
|
||||
// attributes.
|
||||
//
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||||
// change them to the information which is associated with the assembly
|
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// you compile.
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[assembly : AssemblyTitle("BasicPhysicsPlugin")]
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[assembly : AssemblyDescription("")]
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[assembly : AssemblyConfiguration("")]
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||||
[assembly : AssemblyCompany("http://opensimulator.org")]
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[assembly : AssemblyProduct("BasicPhysicsPlugin")]
|
||||
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers")]
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||||
[assembly : AssemblyTrademark("")]
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||||
[assembly : AssemblyCulture("")]
|
||||
|
||||
// This sets the default COM visibility of types in the assembly to invisible.
|
||||
// If you need to expose a type to COM, use [ComVisible(true)] on that type.
|
||||
|
||||
[assembly : ComVisible(false)]
|
||||
|
||||
// The assembly version has following format :
|
||||
//
|
||||
// Major.Minor.Build.Revision
|
||||
//
|
||||
// You can specify all values by your own or you can build default build and revision
|
||||
// numbers with the '*' character (the default):
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||||
|
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[assembly : AssemblyVersion("0.8.2.*")]
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303
OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs
Normal file
303
OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsActor.cs
Normal file
@@ -0,0 +1,303 @@
|
||||
/*
|
||||
* 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;
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||||
using System.Collections.Generic;
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||||
using Nini.Config;
|
||||
using OpenMetaverse;
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||||
using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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||||
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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{
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||||
public class BasicActor : PhysicsActor
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||||
{
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||||
public BasicActor(Vector3 size)
|
||||
{
|
||||
Size = size;
|
||||
}
|
||||
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int) ActorTypes.Agent; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Vector3 RotationalVelocity { get; set; }
|
||||
|
||||
public override bool SetAlwaysRun
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override uint LocalID
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Grabbed
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Selected
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float Buoyancy
|
||||
{
|
||||
get { return 0f; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool FloatOnWater
|
||||
{
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||||
set { return; }
|
||||
}
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||||
|
||||
public override bool IsPhysical
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool ThrottleUpdates
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Flying { get; set; }
|
||||
|
||||
public override bool IsColliding { get; set; }
|
||||
|
||||
public override bool CollidingGround
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool CollidingObj
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Stopped
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
public override Vector3 Position { get; set; }
|
||||
|
||||
public override Vector3 Size { get; set; }
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float Mass
|
||||
{
|
||||
get { return 0f; }
|
||||
}
|
||||
|
||||
public override Vector3 Force
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override int VehicleType
|
||||
{
|
||||
get { return 0; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void VehicleFloatParam(int param, float value)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void VehicleVectorParam(int param, Vector3 value)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void VehicleRotationParam(int param, Quaternion rotation)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void VehicleFlags(int param, bool remove)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void SetVolumeDetect(int param)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override Vector3 CenterOfMass
|
||||
{
|
||||
get { return Vector3.Zero; }
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||||
}
|
||||
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||||
public override Vector3 GeometricCenter
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
}
|
||||
|
||||
public override Vector3 Velocity { get; set; }
|
||||
|
||||
public override Vector3 Torque
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float CollisionScore
|
||||
{
|
||||
get { return 0f; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get { return Quaternion.Identity; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override Vector3 Acceleration { get; set; }
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get { return true; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override void link(PhysicsActor obj)
|
||||
{
|
||||
}
|
||||
|
||||
public override void delink()
|
||||
{
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(Vector3 axis)
|
||||
{
|
||||
}
|
||||
|
||||
public override void AddForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void AddAngularForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetMomentum(Vector3 momentum)
|
||||
{
|
||||
}
|
||||
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
}
|
||||
|
||||
public override Vector3 PIDTarget
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool PIDActive
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float PIDTau
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float PIDHoverHeight
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool PIDHoverActive
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override PIDHoverType PIDHoverType
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float PIDHoverTau
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Quaternion APIDTarget
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool APIDActive
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDStrength
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDDamping
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void SubscribeEvents(int ms)
|
||||
{
|
||||
}
|
||||
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool SubscribedEvents()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,64 @@
|
||||
/*
|
||||
* 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 OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||
{
|
||||
/// <summary>
|
||||
/// Effectively a physics plugin that simulates no physics at all.
|
||||
/// </summary>
|
||||
public class BasicPhysicsPlugin : IPhysicsPlugin
|
||||
{
|
||||
public BasicPhysicsPlugin()
|
||||
{
|
||||
}
|
||||
|
||||
public bool Init()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public PhysicsScene GetScene(string sceneIdentifier)
|
||||
{
|
||||
return new BasicScene(GetName(), sceneIdentifier);
|
||||
}
|
||||
|
||||
public string GetName()
|
||||
{
|
||||
return ("basicphysics");
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
316
OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs
Normal file
316
OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsPrim.cs
Normal file
@@ -0,0 +1,316 @@
|
||||
/*
|
||||
* 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 OpenMetaverse;
|
||||
using OpenSim.Framework;
|
||||
using OpenSim.Region.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||
{
|
||||
public class BasicPhysicsPrim : PhysicsActor
|
||||
{
|
||||
private Vector3 _size;
|
||||
// private PrimitiveBaseShape _shape;
|
||||
|
||||
public BasicPhysicsPrim(
|
||||
string name, uint localId, Vector3 position, Vector3 size, Quaternion orientation, PrimitiveBaseShape shape)
|
||||
{
|
||||
Name = name;
|
||||
LocalID = localId;
|
||||
Position = position;
|
||||
Size = size;
|
||||
Orientation = orientation;
|
||||
Shape = shape;
|
||||
}
|
||||
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int) ActorTypes.Agent; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Vector3 RotationalVelocity { get; set; }
|
||||
|
||||
public override bool SetAlwaysRun
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override uint LocalID
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Grabbed
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Selected
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float Buoyancy
|
||||
{
|
||||
get { return 0f; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool FloatOnWater
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool IsPhysical
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool ThrottleUpdates
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Flying { get; set; }
|
||||
|
||||
public override bool IsColliding { get; set; }
|
||||
|
||||
public override bool CollidingGround
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool CollidingObj
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Stopped
|
||||
{
|
||||
get { return false; }
|
||||
}
|
||||
|
||||
public override Vector3 Position { get; set; }
|
||||
|
||||
public override Vector3 Size
|
||||
{
|
||||
get { return _size; }
|
||||
set {
|
||||
_size = value;
|
||||
_size.Z = _size.Z / 2.0f;
|
||||
}
|
||||
}
|
||||
|
||||
public override PrimitiveBaseShape Shape
|
||||
{
|
||||
// set { _shape = value; }
|
||||
set {}
|
||||
}
|
||||
|
||||
public override float Mass
|
||||
{
|
||||
get { return 0f; }
|
||||
}
|
||||
|
||||
public override Vector3 Force
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override int VehicleType
|
||||
{
|
||||
get { return 0; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void VehicleFloatParam(int param, float value)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void VehicleVectorParam(int param, Vector3 value)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void VehicleRotationParam(int param, Quaternion rotation)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void VehicleFlags(int param, bool remove)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void SetVolumeDetect(int param)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override Vector3 CenterOfMass
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
}
|
||||
|
||||
public override Vector3 GeometricCenter
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
}
|
||||
|
||||
public override Vector3 Velocity { get; set; }
|
||||
|
||||
public override Vector3 Torque
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float CollisionScore
|
||||
{
|
||||
get { return 0f; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override Quaternion Orientation { get; set; }
|
||||
|
||||
public override Vector3 Acceleration { get; set; }
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get { return true; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override void link(PhysicsActor obj)
|
||||
{
|
||||
}
|
||||
|
||||
public override void delink()
|
||||
{
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(Vector3 axis)
|
||||
{
|
||||
}
|
||||
|
||||
public override void AddForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void AddAngularForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void SetMomentum(Vector3 momentum)
|
||||
{
|
||||
}
|
||||
|
||||
public override void CrossingFailure()
|
||||
{
|
||||
}
|
||||
|
||||
public override Vector3 PIDTarget
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool PIDActive
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float PIDTau
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float PIDHoverHeight
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool PIDHoverActive
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override PIDHoverType PIDHoverType
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float PIDHoverTau
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Quaternion APIDTarget
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool APIDActive
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDStrength
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float APIDDamping
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void SubscribeEvents(int ms)
|
||||
{
|
||||
}
|
||||
|
||||
public override void UnSubscribeEvents()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool SubscribedEvents()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
210
OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
Normal file
210
OpenSim/Region/PhysicsModules/BasicPhysics/BasicPhysicsScene.cs
Normal file
@@ -0,0 +1,210 @@
|
||||
/*
|
||||
* 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 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;
|
||||
private Vector3 m_regionExtent;
|
||||
|
||||
//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)
|
||||
{
|
||||
throw new Exception("Should not be called.");
|
||||
}
|
||||
|
||||
public override void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
|
||||
{
|
||||
m_regionExtent = regionExtent;
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user