* Optimized usings

* Shortened type references
* Removed redundant 'this' qualifier
This commit is contained in:
lbsa71
2007-10-30 09:05:31 +00:00
parent c32d1f0562
commit 67e12b95ea
353 changed files with 15459 additions and 10338 deletions

View File

@@ -27,24 +27,26 @@
*/
using System.Reflection;
using System.Runtime.InteropServices;
// Information about this assembly is defined by the following
// attributes.
//
// change them to the information which is associated with the assembly
// you compile.
[assembly: AssemblyTitle("RealPhysXplugin")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("RealPhysXplugin")]
[assembly: AssemblyCopyright("")]
[assembly: AssemblyTrademark("")]
[assembly: AssemblyCulture("")]
[assembly : AssemblyTitle("RealPhysXplugin")]
[assembly : AssemblyDescription("")]
[assembly : AssemblyConfiguration("")]
[assembly : AssemblyCompany("")]
[assembly : AssemblyProduct("RealPhysXplugin")]
[assembly : AssemblyCopyright("")]
[assembly : AssemblyTrademark("")]
[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)]
[assembly : ComVisible(false)]
// The assembly version has following format :
//
@@ -53,4 +55,4 @@ using System.Runtime.InteropServices;
// You can specify all values by your own or you can build default build and revision
// numbers with the '*' character (the default):
[assembly: AssemblyVersion("1.0.*")]
[assembly : AssemblyVersion("1.0.*")]

View File

@@ -34,102 +34,99 @@ using Quaternion=Axiom.Math.Quaternion;
namespace OpenSim.Region.Physics.PhysXPlugin
{
/// <summary>
/// Will be the PhysX plugin but for now will be a very basic physics engine
/// </summary>
public class PhysXPlugin : IPhysicsPlugin
{
private PhysXScene _mScene;
public PhysXPlugin()
{
}
public bool Init()
{
return true;
}
public PhysicsScene GetScene()
{
if(_mScene == null)
{
_mScene = new PhysXScene();
}
return(_mScene);
}
public string GetName()
{
return("RealPhysX");
}
public void Dispose()
{
}
}
public class PhysXScene :PhysicsScene
{
private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
private List<PhysXPrim> _prims = new List<PhysXPrim>();
private float[] _heightMap = null;
private NxPhysicsSDK mySdk;
private NxScene scene;
public PhysXScene()
{
mySdk = NxPhysicsSDK.CreateSDK();
Console.WriteLine("Sdk created - now creating scene");
scene = mySdk.CreateScene();
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
{
Vec3 pos = new Vec3();
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
PhysXCharacter act = new PhysXCharacter( scene.AddCharacter(pos));
/// <summary>
/// Will be the PhysX plugin but for now will be a very basic physics engine
/// </summary>
public class PhysXPlugin : IPhysicsPlugin
{
private PhysXScene _mScene;
public PhysXPlugin()
{
}
public bool Init()
{
return true;
}
public PhysicsScene GetScene()
{
if (_mScene == null)
{
_mScene = new PhysXScene();
}
return (_mScene);
}
public string GetName()
{
return ("RealPhysX");
}
public void Dispose()
{
}
}
public class PhysXScene : PhysicsScene
{
private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
private List<PhysXPrim> _prims = new List<PhysXPrim>();
private float[] _heightMap = null;
private NxPhysicsSDK mySdk;
private NxScene scene;
public PhysXScene()
{
mySdk = NxPhysicsSDK.CreateSDK();
Console.WriteLine("Sdk created - now creating scene");
scene = mySdk.CreateScene();
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position)
{
Vec3 pos = new Vec3();
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
act.Position = position;
_characters.Add(act);
return act;
}
_characters.Add(act);
return act;
}
public override void RemovePrim(PhysicsActor prim)
{
}
public override void RemoveAvatar(PhysicsActor actor)
{
}
PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
{
Vec3 pos = new Vec3();
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
Vec3 siz = new Vec3();
siz.X = size.X;
siz.Y = size.Y;
siz.Z = size.Z;
PhysXPrim act = new PhysXPrim( scene.AddNewBox(pos, siz));
_prims.Add(act);
return act;
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation)
private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
{
Vec3 pos = new Vec3();
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
Vec3 siz = new Vec3();
siz.X = size.X;
siz.Y = size.Y;
siz.Z = size.Z;
PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz));
_prims.Add(act);
return act;
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation)
{
return AddPrim(position, size, rotation);
}
public override void Simulate(float timeStep)
{
public override void Simulate(float timeStep)
{
try
{
foreach (PhysXCharacter actor in _characters)
@@ -149,309 +146,237 @@ namespace OpenSim.Region.Physics.PhysXPlugin
{
Console.WriteLine(e.Message);
}
}
public override void GetResults()
{
}
public override bool IsThreaded
{
get
{
return(false); // for now we won't be multithreaded
}
}
public override void SetTerrain(float[] heightMap)
{
if (this._heightMap != null)
}
public override void GetResults()
{
}
public override bool IsThreaded
{
get { return (false); // for now we won't be multithreaded
}
}
public override void SetTerrain(float[] heightMap)
{
if (_heightMap != null)
{
Console.WriteLine("PhysX - deleting old terrain");
this.scene.DeleteTerrain();
scene.DeleteTerrain();
}
this._heightMap = heightMap;
this.scene.AddTerrain(heightMap);
}
_heightMap = heightMap;
scene.AddTerrain(heightMap);
}
public override void DeleteTerrain()
{
this.scene.DeleteTerrain();
}
scene.DeleteTerrain();
}
}
public class PhysXCharacter : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private NxCharacter _character;
private bool flying;
private float gravityAccel;
public PhysXCharacter(NxCharacter character)
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
_character = character;
}
public override bool Flying
{
get
{
return flying;
}
set
{
flying = value;
}
}
public override PhysicsVector Position
{
get
{
return _position;
}
set
{
_position = value;
public class PhysXCharacter : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private NxCharacter _character;
private bool flying;
private float gravityAccel;
public PhysXCharacter(NxCharacter character)
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
_character = character;
}
public override bool Flying
{
get { return flying; }
set { flying = value; }
}
public override PhysicsVector Position
{
get { return _position; }
set
{
_position = value;
Vec3 ps = new Vec3();
ps.X = value.X;
ps.Y = value.Y;
ps.Z = value.Z;
this._character.Position = ps;
}
}
public override PhysicsVector Size
{
get
{
return new PhysicsVector(0,0,0);
}
set
{
}
}
public override PhysicsVector Velocity
{
get
{
return _velocity;
}
set
{
_velocity = value;
}
}
public override bool Kinematic
{
get
{
return false;
}
set
{
}
}
public override Quaternion Orientation
{
get
{
return Quaternion.Identity;
}
set
{
}
}
public override PhysicsVector Acceleration
{
get
{
return _acceleration;
}
}
public void SetAcceleration (PhysicsVector accel)
{
this._acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
public void Move(float timeStep)
{
Vec3 vec = new Vec3();
vec.X = this._velocity.X * timeStep;
vec.Y = this._velocity.Y * timeStep;
if(flying)
{
vec.Z = ( this._velocity.Z) * timeStep;
}
else
{
gravityAccel+= -9.8f;
vec.Z = (gravityAccel + this._velocity.Z) * timeStep;
}
int res = this._character.Move(vec);
if(res == 1)
{
gravityAccel = 0;
}
}
public void UpdatePosition()
{
Vec3 vec = this._character.Position;
this._position.X = vec.X;
this._position.Y = vec.Y;
this._position.Z = vec.Z;
}
}
public class PhysXPrim : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private NxActor _prim;
public PhysXPrim(NxActor prim)
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
_prim = prim;
}
public override bool Flying
{
get
{
return false; //no flying prims for you
}
set
{
}
}
public override PhysicsVector Position
{
get
{
PhysicsVector pos = new PhysicsVector();
Vec3 vec = this._prim.Position;
pos.X = vec.X;
pos.Y = vec.Y;
pos.Z = vec.Z;
return pos;
}
set
{
PhysicsVector vec = value;
Vec3 pos = new Vec3();
pos.X = vec.X;
pos.Y = vec.Y;
pos.Z = vec.Z;
this._prim.Position = pos;
}
}
public override PhysicsVector Size
{
get
{
return new PhysicsVector(0, 0, 0);
}
set
{
_character.Position = ps;
}
}
public override PhysicsVector Velocity
{
get
{
return _velocity;
}
set
{
_velocity = value;
}
}
public override bool Kinematic
{
get
{
return this._prim.Kinematic;
}
set
{
this._prim.Kinematic = value;
}
}
public override Quaternion Orientation
{
get
{
Quaternion res = new Quaternion();
PhysXWrapper.Quaternion quat = this._prim.GetOrientation();
res.w = quat.W;
res.x = quat.X;
res.y = quat.Y;
res.z = quat.Z;
return res;
}
set
{
}
}
public override PhysicsVector Acceleration
{
get
{
return _acceleration;
}
}
public void SetAcceleration (PhysicsVector accel)
{
this._acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
}
public override PhysicsVector Size
{
get { return new PhysicsVector(0, 0, 0); }
set { }
}
}
public override PhysicsVector Velocity
{
get { return _velocity; }
set { _velocity = value; }
}
public override bool Kinematic
{
get { return false; }
set { }
}
public override Quaternion Orientation
{
get { return Quaternion.Identity; }
set { }
}
public override PhysicsVector Acceleration
{
get { return _acceleration; }
}
public void SetAcceleration(PhysicsVector accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
public void Move(float timeStep)
{
Vec3 vec = new Vec3();
vec.X = _velocity.X*timeStep;
vec.Y = _velocity.Y*timeStep;
if (flying)
{
vec.Z = (_velocity.Z)*timeStep;
}
else
{
gravityAccel += -9.8f;
vec.Z = (gravityAccel + _velocity.Z)*timeStep;
}
int res = _character.Move(vec);
if (res == 1)
{
gravityAccel = 0;
}
}
public void UpdatePosition()
{
Vec3 vec = _character.Position;
_position.X = vec.X;
_position.Y = vec.Y;
_position.Z = vec.Z;
}
}
public class PhysXPrim : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private NxActor _prim;
public PhysXPrim(NxActor prim)
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
_prim = prim;
}
public override bool Flying
{
get { return false; //no flying prims for you
}
set { }
}
public override PhysicsVector Position
{
get
{
PhysicsVector pos = new PhysicsVector();
Vec3 vec = _prim.Position;
pos.X = vec.X;
pos.Y = vec.Y;
pos.Z = vec.Z;
return pos;
}
set
{
PhysicsVector vec = value;
Vec3 pos = new Vec3();
pos.X = vec.X;
pos.Y = vec.Y;
pos.Z = vec.Z;
_prim.Position = pos;
}
}
public override PhysicsVector Size
{
get { return new PhysicsVector(0, 0, 0); }
set { }
}
public override PhysicsVector Velocity
{
get { return _velocity; }
set { _velocity = value; }
}
public override bool Kinematic
{
get { return _prim.Kinematic; }
set { _prim.Kinematic = value; }
}
public override Quaternion Orientation
{
get
{
Quaternion res = new Quaternion();
PhysXWrapper.Quaternion quat = _prim.GetOrientation();
res.w = quat.W;
res.x = quat.X;
res.y = quat.Y;
res.z = quat.Z;
return res;
}
set { }
}
public override PhysicsVector Acceleration
{
get { return _acceleration; }
}
public void SetAcceleration(PhysicsVector accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
}
}