Deleting objects should now work. But beware they aren't send to your trash folder or anything so there is at the moment no way to recover deleted objects.

This commit is contained in:
MW
2007-07-29 13:05:57 +00:00
parent 8b3981f1fd
commit 5ee2e38c11
11 changed files with 247 additions and 204 deletions

View File

@@ -31,79 +31,97 @@ 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
{
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;
}
/// <summary>
/// Will be the PhysX plugin but for now will be a very basic physics engine
/// </summary>
public class BasicPhysicsPlugin : IPhysicsPlugin
{
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))
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)
{
float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
{
return null;
}
public override void Simulate(float timeStep)
{
foreach (BasicActor actor in _actors)
{
actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
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;
}
else if (actor.Position.X > 256)
{
actor.Position.X = 256;
}
float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
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;
@@ -120,145 +138,129 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
actor.Velocity.Z = 0;
}
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;
}
}
}
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 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
{
}
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)
{
}
}
}
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)
{
}
}
}