mirror of
https://github.com/opensim/opensim.git
synced 2026-08-06 01:06:30 +08:00
Major renaming of Physics dlls / folders. No functional changes, just renames.
This commit is contained in:
58
OpenSim/Region/PhysicsModules/POS/AssemblyInfo.cs
Normal file
58
OpenSim/Region/PhysicsModules/POS/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.
|
||||
*/
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||||
|
||||
using System.Reflection;
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||||
using System.Runtime.InteropServices;
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||||
|
||||
// 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("POSPlugin")]
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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("POSPlugin")]
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||||
[assembly : AssemblyCopyright("Copyright (c) OpenSimulator.org Developers")]
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||||
[assembly : AssemblyTrademark("")]
|
||||
[assembly : AssemblyCulture("")]
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||||
|
||||
// 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)]
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||||
|
||||
// The assembly version has following format :
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||||
//
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||||
// Major.Minor.Build.Revision
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||||
//
|
||||
// You can specify all values by your own or you can build default build and revision
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||||
// numbers with the '*' character (the default):
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||||
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||||
[assembly : AssemblyVersion("0.8.2.*")]
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341
OpenSim/Region/PhysicsModules/POS/POSCharacter.cs
Normal file
341
OpenSim/Region/PhysicsModules/POS/POSCharacter.cs
Normal file
@@ -0,0 +1,341 @@
|
||||
/*
|
||||
* 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.
|
||||
*/
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||||
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using System;
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using System.Collections.Generic;
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using Nini.Config;
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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.POSPlugin
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{
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public class POSCharacter : PhysicsActor
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{
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private Vector3 _position;
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public Vector3 _velocity;
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||||
public Vector3 _target_velocity = Vector3.Zero;
|
||||
public Vector3 _size = Vector3.Zero;
|
||||
private Vector3 _acceleration;
|
||||
private Vector3 m_rotationalVelocity = Vector3.Zero;
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||||
private bool flying;
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||||
private bool isColliding;
|
||||
|
||||
public POSCharacter()
|
||||
{
|
||||
}
|
||||
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int) ActorTypes.Agent; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Vector3 RotationalVelocity
|
||||
{
|
||||
get { return m_rotationalVelocity; }
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||||
set { m_rotationalVelocity = value; }
|
||||
}
|
||||
|
||||
public override bool SetAlwaysRun
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override uint LocalID
|
||||
{
|
||||
set { return; }
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||||
}
|
||||
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||||
public override bool Grabbed
|
||||
{
|
||||
set { return; }
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||||
}
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||||
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public override bool Selected
|
||||
{
|
||||
set { return; }
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||||
}
|
||||
|
||||
public override float Buoyancy
|
||||
{
|
||||
get { return 0f; }
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||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool FloatOnWater
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||||
{
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||||
set { return; }
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||||
}
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||||
|
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public override bool IsPhysical
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||||
{
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||||
get { return false; }
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||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool ThrottleUpdates
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
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||||
get { return flying; }
|
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set { flying = value; }
|
||||
}
|
||||
|
||||
public override bool IsColliding
|
||||
{
|
||||
get { return isColliding; }
|
||||
set { isColliding = value; }
|
||||
}
|
||||
|
||||
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
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||||
{
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get { return _position; }
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set { _position = value; }
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}
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|
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public override Vector3 Size
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||||
{
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||||
get { return _size; }
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||||
set
|
||||
{
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||||
_size = value;
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||||
_size.Z = _size.Z / 2.0f;
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||||
}
|
||||
}
|
||||
|
||||
public override float Mass
|
||||
{
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||||
get { return 0f; }
|
||||
}
|
||||
|
||||
public override Vector3 Force
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||||
{
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||||
get { return Vector3.Zero; }
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||||
set { return; }
|
||||
}
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||||
|
||||
public override int VehicleType
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||||
{
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||||
get { return 0; }
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||||
set { return; }
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||||
}
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||||
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||||
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 PrimitiveBaseShape Shape
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Vector3 Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _target_velocity = value; }
|
||||
}
|
||||
|
||||
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 { return _acceleration; }
|
||||
set { _acceleration = value; }
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
64
OpenSim/Region/PhysicsModules/POS/POSPlugin.cs
Normal file
64
OpenSim/Region/PhysicsModules/POS/POSPlugin.cs
Normal file
@@ -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.POSPlugin
|
||||
{
|
||||
/// <summary>
|
||||
/// for now will be a very POS physics engine
|
||||
/// </summary>
|
||||
public class POSPlugin : IPhysicsPlugin
|
||||
{
|
||||
public POSPlugin()
|
||||
{
|
||||
}
|
||||
|
||||
public bool Init()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public PhysicsScene GetScene(string sceneIdentifier)
|
||||
{
|
||||
return new POSScene(GetName(), sceneIdentifier);
|
||||
}
|
||||
|
||||
public string GetName()
|
||||
{
|
||||
return ("POS");
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
336
OpenSim/Region/PhysicsModules/POS/POSPrim.cs
Normal file
336
OpenSim/Region/PhysicsModules/POS/POSPrim.cs
Normal file
@@ -0,0 +1,336 @@
|
||||
/*
|
||||
* 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.POSPlugin
|
||||
{
|
||||
public class POSPrim : PhysicsActor
|
||||
{
|
||||
private Vector3 _position;
|
||||
private Vector3 _velocity;
|
||||
private Vector3 _acceleration;
|
||||
private Vector3 _size;
|
||||
private Vector3 m_rotationalVelocity = Vector3.Zero;
|
||||
private Quaternion _orientation;
|
||||
private bool iscolliding;
|
||||
|
||||
public POSPrim()
|
||||
{
|
||||
}
|
||||
|
||||
public override int PhysicsActorType
|
||||
{
|
||||
get { return (int) ActorTypes.Prim; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Vector3 RotationalVelocity
|
||||
{
|
||||
get { return m_rotationalVelocity; }
|
||||
set { m_rotationalVelocity = value; }
|
||||
}
|
||||
|
||||
public override bool IsPhysical
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool ThrottleUpdates
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool IsColliding
|
||||
{
|
||||
get { return iscolliding; }
|
||||
set { iscolliding = value; }
|
||||
}
|
||||
|
||||
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 { return _position; }
|
||||
set { _position = value; }
|
||||
}
|
||||
|
||||
public override Vector3 Size
|
||||
{
|
||||
get { return _size; }
|
||||
set { _size = value; }
|
||||
}
|
||||
|
||||
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 PrimitiveBaseShape Shape
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override float Buoyancy
|
||||
{
|
||||
get { return 0f; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool FloatOnWater
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override Vector3 Velocity
|
||||
{
|
||||
get { return _velocity; }
|
||||
set { _velocity = value; }
|
||||
}
|
||||
|
||||
public override float CollisionScore
|
||||
{
|
||||
get { return 0f; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get { return _orientation; }
|
||||
set { _orientation = value; }
|
||||
}
|
||||
|
||||
public override Vector3 Acceleration
|
||||
{
|
||||
get { return _acceleration; }
|
||||
set { _acceleration = value; }
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get { return true; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override void AddForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override void AddAngularForce(Vector3 force, bool pushforce)
|
||||
{
|
||||
}
|
||||
|
||||
public override Vector3 Torque
|
||||
{
|
||||
get { return Vector3.Zero; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void SetMomentum(Vector3 momentum)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
|
||||
get { return false; }
|
||||
set { }
|
||||
}
|
||||
|
||||
public override bool SetAlwaysRun
|
||||
{
|
||||
get { return false; }
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override uint LocalID
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override bool Grabbed
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
public override void link(PhysicsActor obj)
|
||||
{
|
||||
}
|
||||
|
||||
public override void delink()
|
||||
{
|
||||
}
|
||||
|
||||
public override void LockAngularMotion(Vector3 axis)
|
||||
{
|
||||
}
|
||||
|
||||
public override bool Selected
|
||||
{
|
||||
set { return; }
|
||||
}
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
273
OpenSim/Region/PhysicsModules/POS/POSScene.cs
Normal file
273
OpenSim/Region/PhysicsModules/POS/POSScene.cs
Normal file
@@ -0,0 +1,273 @@
|
||||
/*
|
||||
* 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.POSPlugin
|
||||
{
|
||||
public class POSScene : PhysicsScene
|
||||
{
|
||||
private List<POSCharacter> _characters = new List<POSCharacter>();
|
||||
private List<POSPrim> _prims = new List<POSPrim>();
|
||||
private float[] _heightMap;
|
||||
private const float gravity = -9.8f;
|
||||
|
||||
//protected internal string sceneIdentifier;
|
||||
|
||||
public POSScene(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 AddAvatar(
|
||||
string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
|
||||
{
|
||||
POSCharacter act = new POSCharacter();
|
||||
act.Position = position;
|
||||
act.Flying = isFlying;
|
||||
_characters.Add(act);
|
||||
return act;
|
||||
}
|
||||
|
||||
public override void RemovePrim(PhysicsActor prim)
|
||||
{
|
||||
POSPrim p = (POSPrim) prim;
|
||||
if (_prims.Contains(p))
|
||||
{
|
||||
_prims.Remove(p);
|
||||
}
|
||||
}
|
||||
|
||||
public override void RemoveAvatar(PhysicsActor character)
|
||||
{
|
||||
POSCharacter act = (POSCharacter) character;
|
||||
if (_characters.Contains(act))
|
||||
{
|
||||
_characters.Remove(act);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
*/
|
||||
|
||||
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
|
||||
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
|
||||
{
|
||||
POSPrim prim = new POSPrim();
|
||||
prim.Position = position;
|
||||
prim.Orientation = rotation;
|
||||
prim.Size = size;
|
||||
_prims.Add(prim);
|
||||
return prim;
|
||||
}
|
||||
|
||||
private bool isColliding(POSCharacter c, POSPrim p)
|
||||
{
|
||||
Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
|
||||
c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
|
||||
Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
|
||||
|
||||
return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) &&
|
||||
Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) &&
|
||||
Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)));
|
||||
}
|
||||
|
||||
private bool isCollidingWithPrim(POSCharacter c)
|
||||
{
|
||||
foreach (POSPrim p in _prims)
|
||||
{
|
||||
if (isColliding(c, p))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public override void AddPhysicsActorTaint(PhysicsActor prim)
|
||||
{
|
||||
}
|
||||
|
||||
public override float Simulate(float timeStep)
|
||||
{
|
||||
float fps = 0;
|
||||
for (int i = 0; i < _characters.Count; ++i)
|
||||
{
|
||||
fps++;
|
||||
POSCharacter character = _characters[i];
|
||||
|
||||
float oldposX = character.Position.X;
|
||||
float oldposY = character.Position.Y;
|
||||
float oldposZ = character.Position.Z;
|
||||
|
||||
if (!character.Flying)
|
||||
{
|
||||
character._target_velocity.Z += gravity * timeStep;
|
||||
}
|
||||
|
||||
Vector3 characterPosition = character.Position;
|
||||
|
||||
characterPosition.X += character._target_velocity.X * timeStep;
|
||||
characterPosition.Y += character._target_velocity.Y * timeStep;
|
||||
|
||||
characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
|
||||
characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
|
||||
|
||||
bool forcedZ = false;
|
||||
|
||||
float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
|
||||
if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
|
||||
{
|
||||
characterPosition.Z = terrainheight + character.Size.Z;
|
||||
forcedZ = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
characterPosition.Z += character._target_velocity.Z*timeStep;
|
||||
}
|
||||
|
||||
/// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
|
||||
/// Completely Bogus Collision Detection!!!
|
||||
/// better known as the CBCD algorithm
|
||||
|
||||
if (isCollidingWithPrim(character))
|
||||
{
|
||||
characterPosition.Z = oldposZ; // first try Z axis
|
||||
if (isCollidingWithPrim(character))
|
||||
{
|
||||
characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder
|
||||
if (isCollidingWithPrim(character))
|
||||
{
|
||||
characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
|
||||
if (isCollidingWithPrim(character))
|
||||
{
|
||||
characterPosition.X = oldposX;
|
||||
characterPosition.Y = oldposY;
|
||||
characterPosition.Z = oldposZ;
|
||||
|
||||
characterPosition.X += character._target_velocity.X * timeStep;
|
||||
if (isCollidingWithPrim(character))
|
||||
{
|
||||
characterPosition.X = oldposX;
|
||||
}
|
||||
|
||||
characterPosition.Y += character._target_velocity.Y * timeStep;
|
||||
if (isCollidingWithPrim(character))
|
||||
{
|
||||
characterPosition.Y = oldposY;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
forcedZ = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
forcedZ = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
forcedZ = true;
|
||||
}
|
||||
}
|
||||
|
||||
characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
|
||||
characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
|
||||
|
||||
character.Position = characterPosition;
|
||||
|
||||
character._velocity.X = (character.Position.X - oldposX)/timeStep;
|
||||
character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
|
||||
|
||||
if (forcedZ)
|
||||
{
|
||||
character._velocity.Z = 0;
|
||||
character._target_velocity.Z = 0;
|
||||
((PhysicsActor)character).IsColliding = true;
|
||||
character.RequestPhysicsterseUpdate();
|
||||
}
|
||||
else
|
||||
{
|
||||
((PhysicsActor)character).IsColliding = false;
|
||||
character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
|
||||
}
|
||||
}
|
||||
return fps;
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
{
|
||||
}
|
||||
|
||||
public override bool IsThreaded
|
||||
{
|
||||
// for now we won't be multithreaded
|
||||
get { return (false); }
|
||||
}
|
||||
|
||||
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