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https://github.com/opensim/opensim.git
synced 2026-08-05 08:55:56 +08:00
changed to native line ending encoding
This commit is contained in:
@@ -1,301 +1,301 @@
|
||||
/*
|
||||
* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Collections.Generic;
|
||||
using Axiom.Math;
|
||||
using OpenSim.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||
{
|
||||
/// <summary>
|
||||
/// Will be the PhysX plugin but for now will be a very basic physics engine
|
||||
/// </summary>
|
||||
public class BasicPhysicsPlugin : IPhysicsPlugin
|
||||
{
|
||||
private BasicScene _mScene;
|
||||
|
||||
public BasicPhysicsPlugin()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public bool Init()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public PhysicsScene GetScene()
|
||||
{
|
||||
return new BasicScene();
|
||||
}
|
||||
|
||||
public string GetName()
|
||||
{
|
||||
return("basicphysics");
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class BasicScene :PhysicsScene
|
||||
{
|
||||
private List<BasicActor> _actors = new List<BasicActor>();
|
||||
private float[] _heightMap;
|
||||
|
||||
public BasicScene()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override PhysicsActor AddAvatar(PhysicsVector position)
|
||||
{
|
||||
BasicActor act = new BasicActor();
|
||||
act.Position = position;
|
||||
_actors.Add(act);
|
||||
return act;
|
||||
}
|
||||
|
||||
public override void RemoveAvatar(PhysicsActor actor)
|
||||
{
|
||||
BasicActor act = (BasicActor)actor;
|
||||
if(_actors.Contains(act))
|
||||
{
|
||||
_actors.Remove(act);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
public override void Simulate(float timeStep)
|
||||
{
|
||||
foreach (BasicActor actor in _actors)
|
||||
{
|
||||
if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
|
||||
{
|
||||
float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
|
||||
actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
|
||||
actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
|
||||
if (actor.Flying)
|
||||
{
|
||||
if (actor.Position.Z + (actor.Velocity.Z * timeStep) <
|
||||
_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
|
||||
{
|
||||
actor.Position.Z = height;
|
||||
actor.Velocity.Z = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
actor.Position.Z = height;
|
||||
actor.Velocity.Z = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (actor.Position.Y < 0)
|
||||
{
|
||||
actor.Position.Y = 0;
|
||||
}
|
||||
else if (actor.Position.Y > 256)
|
||||
{
|
||||
actor.Position.Y = 256;
|
||||
}
|
||||
|
||||
if (actor.Position.X < 0)
|
||||
{
|
||||
actor.Position.X = 0;
|
||||
}
|
||||
if (actor.Position.X > 256)
|
||||
{
|
||||
actor.Position.X = 256;
|
||||
}
|
||||
}
|
||||
//}
|
||||
|
||||
|
||||
|
||||
// This code needs sorting out - border crossings etc
|
||||
/* if(actor.Position.X<0)
|
||||
{
|
||||
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
|
||||
actor.Position.X = 0;
|
||||
actor.Velocity.X = 0;
|
||||
}
|
||||
if(actor.Position.Y < 0)
|
||||
{
|
||||
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
|
||||
actor.Position.Y = 0;
|
||||
actor.Velocity.Y = 0;
|
||||
}
|
||||
if(actor.Position.X > 255)
|
||||
{
|
||||
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
|
||||
actor.Position.X = 255;
|
||||
actor.Velocity.X = 0;
|
||||
}
|
||||
if(actor.Position.Y > 255)
|
||||
{
|
||||
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
|
||||
actor.Position.Y = 255;
|
||||
actor.Velocity.X = 0;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override bool IsThreaded
|
||||
{
|
||||
get
|
||||
{
|
||||
return(false); // for now we won't be multithreaded
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetTerrain(float[] heightMap)
|
||||
{
|
||||
this._heightMap = heightMap;
|
||||
}
|
||||
|
||||
public override void DeleteTerrain()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class BasicActor : PhysicsActor
|
||||
{
|
||||
private PhysicsVector _position;
|
||||
private PhysicsVector _velocity;
|
||||
private PhysicsVector _acceleration;
|
||||
private bool flying;
|
||||
public BasicActor()
|
||||
{
|
||||
_velocity = new PhysicsVector();
|
||||
_position = new PhysicsVector();
|
||||
_acceleration = new PhysicsVector();
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
|
||||
get
|
||||
{
|
||||
return flying;
|
||||
}
|
||||
set
|
||||
{
|
||||
flying= value;
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get
|
||||
{
|
||||
return _position;
|
||||
}
|
||||
set
|
||||
{
|
||||
_position = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get
|
||||
{
|
||||
return _velocity;
|
||||
}
|
||||
set
|
||||
{
|
||||
_velocity = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get
|
||||
{
|
||||
return Quaternion.Identity;
|
||||
}
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Acceleration
|
||||
{
|
||||
get
|
||||
{
|
||||
return _acceleration;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get
|
||||
{
|
||||
return true;
|
||||
}
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
public void SetAcceleration (PhysicsVector accel)
|
||||
{
|
||||
this._acceleration = accel;
|
||||
}
|
||||
|
||||
public override void AddForce(PhysicsVector force)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
/*
|
||||
* Copyright (c) Contributors, http://www.openmetaverse.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 OpenSim 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.Collections.Generic;
|
||||
using Axiom.Math;
|
||||
using OpenSim.Physics.Manager;
|
||||
|
||||
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
|
||||
{
|
||||
/// <summary>
|
||||
/// Will be the PhysX plugin but for now will be a very basic physics engine
|
||||
/// </summary>
|
||||
public class BasicPhysicsPlugin : IPhysicsPlugin
|
||||
{
|
||||
private BasicScene _mScene;
|
||||
|
||||
public BasicPhysicsPlugin()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public bool Init()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public PhysicsScene GetScene()
|
||||
{
|
||||
return new BasicScene();
|
||||
}
|
||||
|
||||
public string GetName()
|
||||
{
|
||||
return("basicphysics");
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class BasicScene :PhysicsScene
|
||||
{
|
||||
private List<BasicActor> _actors = new List<BasicActor>();
|
||||
private float[] _heightMap;
|
||||
|
||||
public BasicScene()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override PhysicsActor AddAvatar(PhysicsVector position)
|
||||
{
|
||||
BasicActor act = new BasicActor();
|
||||
act.Position = position;
|
||||
_actors.Add(act);
|
||||
return act;
|
||||
}
|
||||
|
||||
public override void RemoveAvatar(PhysicsActor actor)
|
||||
{
|
||||
BasicActor act = (BasicActor)actor;
|
||||
if(_actors.Contains(act))
|
||||
{
|
||||
_actors.Remove(act);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
public override void Simulate(float timeStep)
|
||||
{
|
||||
foreach (BasicActor actor in _actors)
|
||||
{
|
||||
if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
|
||||
{
|
||||
float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
|
||||
actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
|
||||
actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
|
||||
if (actor.Flying)
|
||||
{
|
||||
if (actor.Position.Z + (actor.Velocity.Z * timeStep) <
|
||||
_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
|
||||
{
|
||||
actor.Position.Z = height;
|
||||
actor.Velocity.Z = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
actor.Position.Z = height;
|
||||
actor.Velocity.Z = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (actor.Position.Y < 0)
|
||||
{
|
||||
actor.Position.Y = 0;
|
||||
}
|
||||
else if (actor.Position.Y > 256)
|
||||
{
|
||||
actor.Position.Y = 256;
|
||||
}
|
||||
|
||||
if (actor.Position.X < 0)
|
||||
{
|
||||
actor.Position.X = 0;
|
||||
}
|
||||
if (actor.Position.X > 256)
|
||||
{
|
||||
actor.Position.X = 256;
|
||||
}
|
||||
}
|
||||
//}
|
||||
|
||||
|
||||
|
||||
// This code needs sorting out - border crossings etc
|
||||
/* if(actor.Position.X<0)
|
||||
{
|
||||
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
|
||||
actor.Position.X = 0;
|
||||
actor.Velocity.X = 0;
|
||||
}
|
||||
if(actor.Position.Y < 0)
|
||||
{
|
||||
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
|
||||
actor.Position.Y = 0;
|
||||
actor.Velocity.Y = 0;
|
||||
}
|
||||
if(actor.Position.X > 255)
|
||||
{
|
||||
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
|
||||
actor.Position.X = 255;
|
||||
actor.Velocity.X = 0;
|
||||
}
|
||||
if(actor.Position.Y > 255)
|
||||
{
|
||||
ControllingClient.CrossSimBorder(new LLVector3(this.Position.X,this.Position.Y,this.Position.Z));
|
||||
actor.Position.Y = 255;
|
||||
actor.Velocity.X = 0;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
public override void GetResults()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override bool IsThreaded
|
||||
{
|
||||
get
|
||||
{
|
||||
return(false); // for now we won't be multithreaded
|
||||
}
|
||||
}
|
||||
|
||||
public override void SetTerrain(float[] heightMap)
|
||||
{
|
||||
this._heightMap = heightMap;
|
||||
}
|
||||
|
||||
public override void DeleteTerrain()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public class BasicActor : PhysicsActor
|
||||
{
|
||||
private PhysicsVector _position;
|
||||
private PhysicsVector _velocity;
|
||||
private PhysicsVector _acceleration;
|
||||
private bool flying;
|
||||
public BasicActor()
|
||||
{
|
||||
_velocity = new PhysicsVector();
|
||||
_position = new PhysicsVector();
|
||||
_acceleration = new PhysicsVector();
|
||||
}
|
||||
|
||||
public override bool Flying
|
||||
{
|
||||
get
|
||||
{
|
||||
return flying;
|
||||
}
|
||||
set
|
||||
{
|
||||
flying= value;
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Position
|
||||
{
|
||||
get
|
||||
{
|
||||
return _position;
|
||||
}
|
||||
set
|
||||
{
|
||||
_position = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Velocity
|
||||
{
|
||||
get
|
||||
{
|
||||
return _velocity;
|
||||
}
|
||||
set
|
||||
{
|
||||
_velocity = value;
|
||||
}
|
||||
}
|
||||
|
||||
public override Quaternion Orientation
|
||||
{
|
||||
get
|
||||
{
|
||||
return Quaternion.Identity;
|
||||
}
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
public override PhysicsVector Acceleration
|
||||
{
|
||||
get
|
||||
{
|
||||
return _acceleration;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override bool Kinematic
|
||||
{
|
||||
get
|
||||
{
|
||||
return true;
|
||||
}
|
||||
set
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
public void SetAcceleration (PhysicsVector accel)
|
||||
{
|
||||
this._acceleration = accel;
|
||||
}
|
||||
|
||||
public override void AddForce(PhysicsVector force)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void SetMomentum(PhysicsVector momentum)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user