Renamed the new Directories. (removed the "-Source" from the end of them)

This commit is contained in:
MW
2007-05-24 12:35:32 +00:00
parent ccdd8c0848
commit f95b6081cb
308 changed files with 53 additions and 53 deletions

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using System.Reflection;
using System.Runtime.CompilerServices;
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("PhysXplugin")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("PhysXplugin")]
[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)]
// 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):
[assembly: AssemblyVersion("1.0.*")]

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/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 OpenSim.Physics.Manager;
namespace OpenSim.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()
{
if(_mScene == null)
{
_mScene = new BasicScene();
}
return(_mScene);
}
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)
{
actor.Position.X = actor.Position.X + (actor.Velocity.X * timeStep);
actor.Position.Y = actor.Position.Y + (actor.Velocity.Y * timeStep);
actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
/*if(actor.Flying)
{
actor.Position.Z = actor.Position.Z + (actor.Velocity.Z * timeStep);
}
else
{
actor.Position.Z = actor.Position.Z + ((-9.8f + actor.Velocity.Z) * timeStep);
}
if(actor.Position.Z < (_heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X]+1))
{*/
if ((actor.Position.Y > 0 && actor.Position.Y < 256) && (actor.Position.X > 0 && actor.Position.X < 256))
{
actor.Position.Z = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1;
}
//}
// 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 false;
}
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 Axiom.MathLib.Quaternion Orientation
{
get
{
return Axiom.MathLib.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)
{
}
}
}

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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectType>Local</ProjectType>
<ProductVersion>8.0.50727</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{4F874463-0000-0000-0000-000000000000}</ProjectGuid>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ApplicationIcon></ApplicationIcon>
<AssemblyKeyContainerName>
</AssemblyKeyContainerName>
<AssemblyName>OpenSim.Physics.BasicPhysicsPlugin</AssemblyName>
<DefaultClientScript>JScript</DefaultClientScript>
<DefaultHTMLPageLayout>Grid</DefaultHTMLPageLayout>
<DefaultTargetSchema>IE50</DefaultTargetSchema>
<DelaySign>false</DelaySign>
<OutputType>Library</OutputType>
<AppDesignerFolder></AppDesignerFolder>
<RootNamespace>OpenSim.Physics.BasicPhysicsPlugin</RootNamespace>
<StartupObject></StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE;DEBUG</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>True</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>False</Optimize>
<OutputPath>..\..\bin\Physics\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>False</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>True</Optimize>
<OutputPath>..\..\bin\Physics\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" >
<HintPath>System.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Axiom.MathLib.dll" >
<HintPath>..\..\bin\Axiom.MathLib.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Manager\OpenSim.Physics.Manager.csproj">
<Name>OpenSim.Physics.Manager</Name>
<Project>{8BE16150-0000-0000-0000-000000000000}</Project>
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="BasicPhysicsPlugin.cs">
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSHARP.Targets" />
<PropertyGroup>
<PreBuildEvent>
</PreBuildEvent>
<PostBuildEvent>
</PostBuildEvent>
</PropertyGroup>
</Project>

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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ReferencePath>C:\New Folder\second-life-viewer\opensim-dailys2\opensim15-07\bin\</ReferencePath>
<LastOpenVersion>8.0.50727</LastOpenVersion>
<ProjectView>ProjectFiles</ProjectView>
<ProjectTrust>0</ProjectTrust>
</PropertyGroup>
<PropertyGroup Condition = " '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' " />
<PropertyGroup Condition = " '$(Configuration)|$(Platform)' == 'Release|AnyCPU' " />
</Project>

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<?xml version="1.0" ?>
<project name="OpenSim.Physics.BasicPhysicsPlugin" default="build">
<target name="build">
<echo message="Build Directory is ${project::get-base-directory()}/${build.dir}" />
<mkdir dir="${project::get-base-directory()}/${build.dir}" />
<copy todir="${project::get-base-directory()}/${build.dir}">
<fileset basedir="${project::get-base-directory()}">
</fileset>
</copy>
<csc target="library" debug="${build.debug}" unsafe="False" define="TRACE;DEBUG" output="${project::get-base-directory()}/${build.dir}/${project::get-name()}.dll">
<resources prefix="OpenSim.Physics.BasicPhysicsPlugin" dynamicprefix="true" >
</resources>
<sources failonempty="true">
<include name="AssemblyInfo.cs" />
<include name="BasicPhysicsPlugin.cs" />
</sources>
<references basedir="${project::get-base-directory()}">
<lib>
<include name="${project::get-base-directory()}" />
<include name="${project::get-base-directory()}/${build.dir}" />
</lib>
<include name="System.dll" />
<include name="../../bin/Axiom.MathLib.dll" />
<include name="../../bin/OpenSim.Physics.Manager.dll" />
</references>
</csc>
<echo message="Copying from [${project::get-base-directory()}/${build.dir}/] to [${project::get-base-directory()}/../../bin/Physics/" />
<mkdir dir="${project::get-base-directory()}/../../bin/Physics/"/>
<copy todir="${project::get-base-directory()}/../../bin/Physics/">
<fileset basedir="${project::get-base-directory()}/${build.dir}/" >
<include name="*.dll"/>
<include name="*.exe"/>
</fileset>
</copy>
</target>
<target name="clean">
<delete dir="${bin.dir}" failonerror="false" />
<delete dir="${obj.dir}" failonerror="false" />
</target>
<target name="doc" description="Creates documentation.">
</target>
</project>

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using System.Reflection;
using System.Runtime.CompilerServices;
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("PhysicsManager")]
[assembly: AssemblyDescription("")]
[assembly: AssemblyConfiguration("")]
[assembly: AssemblyCompany("")]
[assembly: AssemblyProduct("PhysicsManager")]
[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)]
// 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):
[assembly: AssemblyVersion("1.0.*")]

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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectType>Local</ProjectType>
<ProductVersion>8.0.50727</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{8BE16150-0000-0000-0000-000000000000}</ProjectGuid>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ApplicationIcon></ApplicationIcon>
<AssemblyKeyContainerName>
</AssemblyKeyContainerName>
<AssemblyName>OpenSim.Physics.Manager</AssemblyName>
<DefaultClientScript>JScript</DefaultClientScript>
<DefaultHTMLPageLayout>Grid</DefaultHTMLPageLayout>
<DefaultTargetSchema>IE50</DefaultTargetSchema>
<DelaySign>false</DelaySign>
<OutputType>Library</OutputType>
<AppDesignerFolder></AppDesignerFolder>
<RootNamespace>OpenSim.Physics.Manager</RootNamespace>
<StartupObject></StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE;DEBUG</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>True</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>False</Optimize>
<OutputPath>..\..\bin\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>False</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>True</Optimize>
<OutputPath>..\..\bin\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" >
<HintPath>System.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="System.Xml" >
<HintPath>System.Xml.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Axiom.MathLib.dll" >
<HintPath>..\..\bin\Axiom.MathLib.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\..\OpenSim.Framework\OpenSim.Framework.csproj">
<Name>OpenSim.Framework</Name>
<Project>{8ACA2445-0000-0000-0000-000000000000}</Project>
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
<ProjectReference Include="..\..\OpenSim.Framework.Console\OpenSim.Framework.Console.csproj">
<Name>OpenSim.Framework.Console</Name>
<Project>{A7CD0630-0000-0000-0000-000000000000}</Project>
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="PhysicsActor.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="PhysicsManager.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="PhysicsScene.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="PhysicsVector.cs">
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSHARP.Targets" />
<PropertyGroup>
<PreBuildEvent>
</PreBuildEvent>
<PostBuildEvent>
</PostBuildEvent>
</PropertyGroup>
</Project>

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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ReferencePath>C:\New Folder\second-life-viewer\opensim-dailys2\opensim15-07\bin\</ReferencePath>
<LastOpenVersion>8.0.50727</LastOpenVersion>
<ProjectView>ProjectFiles</ProjectView>
<ProjectTrust>0</ProjectTrust>
</PropertyGroup>
<PropertyGroup Condition = " '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' " />
<PropertyGroup Condition = " '$(Configuration)|$(Platform)' == 'Release|AnyCPU' " />
</Project>

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<?xml version="1.0" ?>
<project name="OpenSim.Physics.Manager" default="build">
<target name="build">
<echo message="Build Directory is ${project::get-base-directory()}/${build.dir}" />
<mkdir dir="${project::get-base-directory()}/${build.dir}" />
<copy todir="${project::get-base-directory()}/${build.dir}">
<fileset basedir="${project::get-base-directory()}">
</fileset>
</copy>
<csc target="library" debug="${build.debug}" unsafe="False" define="TRACE;DEBUG" output="${project::get-base-directory()}/${build.dir}/${project::get-name()}.dll">
<resources prefix="OpenSim.Physics.Manager" dynamicprefix="true" >
</resources>
<sources failonempty="true">
<include name="AssemblyInfo.cs" />
<include name="PhysicsActor.cs" />
<include name="PhysicsManager.cs" />
<include name="PhysicsScene.cs" />
<include name="PhysicsVector.cs" />
</sources>
<references basedir="${project::get-base-directory()}">
<lib>
<include name="${project::get-base-directory()}" />
<include name="${project::get-base-directory()}/${build.dir}" />
</lib>
<include name="System.dll" />
<include name="System.Xml.dll" />
<include name="../../bin/Axiom.MathLib.dll" />
<include name="../../bin/OpenSim.Framework.dll" />
<include name="../../bin/OpenSim.Framework.Console.dll" />
</references>
</csc>
<echo message="Copying from [${project::get-base-directory()}/${build.dir}/] to [${project::get-base-directory()}/../../bin/" />
<mkdir dir="${project::get-base-directory()}/../../bin/"/>
<copy todir="${project::get-base-directory()}/../../bin/">
<fileset basedir="${project::get-base-directory()}/${build.dir}/" >
<include name="*.dll"/>
<include name="*.exe"/>
</fileset>
</copy>
</target>
<target name="clean">
<delete dir="${bin.dir}" failonerror="false" />
<delete dir="${obj.dir}" failonerror="false" />
</target>
<target name="doc" description="Creates documentation.">
</target>
</project>

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/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 System.Text;
namespace OpenSim.Physics.Manager
{
public abstract class PhysicsActor
{
public static PhysicsActor Null
{
get
{
return new NullPhysicsActor();
}
}
public abstract PhysicsVector Position
{
get;
set;
}
public abstract PhysicsVector Velocity
{
get;
set;
}
public abstract PhysicsVector Acceleration
{
get;
}
public abstract Axiom.MathLib.Quaternion Orientation
{
get;
set;
}
public abstract bool Flying
{
get;
set;
}
public abstract bool Kinematic
{
get;
set;
}
public abstract void AddForce(PhysicsVector force);
public abstract void SetMomentum(PhysicsVector momentum);
}
public class NullPhysicsActor : PhysicsActor
{
public override PhysicsVector Position
{
get
{
return PhysicsVector.Zero;
}
set
{
return;
}
}
public override PhysicsVector Velocity
{
get
{
return PhysicsVector.Zero;
}
set
{
return;
}
}
public override Axiom.MathLib.Quaternion Orientation
{
get
{
return Axiom.MathLib.Quaternion.Identity;
}
set
{
}
}
public override PhysicsVector Acceleration
{
get { return PhysicsVector.Zero; }
}
public override bool Flying
{
get
{
return false;
}
set
{
return;
}
}
public override bool Kinematic
{
get
{
return true;
}
set
{
return;
}
}
public override void AddForce(PhysicsVector force)
{
return;
}
public override void SetMomentum(PhysicsVector momentum)
{
return;
}
}
}

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/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 System.Collections;
using System.IO;
using System.Reflection;
using Axiom.MathLib;
using OpenSim.Framework.Console;
namespace OpenSim.Physics.Manager
{
/// <summary>
/// Description of MyClass.
/// </summary>
public class PhysicsManager
{
private Dictionary<string, IPhysicsPlugin> _plugins=new Dictionary<string, IPhysicsPlugin>();
public PhysicsManager()
{
}
public PhysicsScene GetPhysicsScene(string engineName)
{
if (String.IsNullOrEmpty(engineName))
{
return new NullPhysicsScene();
}
if(_plugins.ContainsKey(engineName))
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(LogPriority.LOW,"creating "+engineName);
return _plugins[engineName].GetScene();
}
else
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(LogPriority.MEDIUM,"couldn't find physicsEngine: {0}",engineName);
throw new ArgumentException(String.Format("couldn't find physicsEngine: {0}",engineName));
}
}
public void LoadPlugins()
{
string path = Path.Combine(System.AppDomain.CurrentDomain.BaseDirectory ,"Physics");
string[] pluginFiles = Directory.GetFiles(path, "*.dll");
for(int i= 0; i<pluginFiles.Length; i++)
{
this.AddPlugin(pluginFiles[i]);
}
}
private void AddPlugin(string FileName)
{
Assembly pluginAssembly = Assembly.LoadFrom(FileName);
foreach (Type pluginType in pluginAssembly.GetTypes())
{
if (pluginType.IsPublic)
{
if (!pluginType.IsAbstract)
{
Type typeInterface = pluginType.GetInterface("IPhysicsPlugin", true);
if (typeInterface != null)
{
IPhysicsPlugin plug = (IPhysicsPlugin)Activator.CreateInstance(pluginAssembly.GetType(pluginType.ToString()));
plug.Init();
this._plugins.Add(plug.GetName(),plug);
}
typeInterface = null;
}
}
}
pluginAssembly = null;
}
}
public interface IPhysicsPlugin
{
bool Init();
PhysicsScene GetScene();
string GetName();
void Dispose();
}
}

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/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 System.Text;
using OpenSim.Framework.Console;
namespace OpenSim.Physics.Manager
{
public abstract class PhysicsScene
{
public static PhysicsScene Null
{
get
{
return new NullPhysicsScene();
}
}
public abstract PhysicsActor AddAvatar(PhysicsVector position);
public abstract void RemoveAvatar(PhysicsActor actor);
public abstract PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size);
public abstract void Simulate(float timeStep);
public abstract void GetResults();
public abstract void SetTerrain(float[] heightMap);
public abstract void DeleteTerrain();
public abstract bool IsThreaded
{
get;
}
}
public class NullPhysicsScene : PhysicsScene
{
private static int m_workIndicator;
public override PhysicsActor AddAvatar(PhysicsVector position)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(LogPriority.VERBOSE,"NullPhysicsScene : AddAvatar({0})", position);
return PhysicsActor.Null;
}
public override void RemoveAvatar(PhysicsActor actor)
{
}
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(LogPriority.VERBOSE, "NullPhysicsScene : AddPrim({0},{1})", position, size);
return PhysicsActor.Null;
}
public override void Simulate(float timeStep)
{
m_workIndicator = (m_workIndicator + 1) % 10;
//OpenSim.Framework.Console.MainConsole.Instance.SetStatus(m_workIndicator.ToString());
}
public override void GetResults()
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(LogPriority.VERBOSE, "NullPhysicsScene : GetResults()");
}
public override void SetTerrain(float[] heightMap)
{
OpenSim.Framework.Console.MainConsole.Instance.WriteLine(LogPriority.VERBOSE, "NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
}
public override void DeleteTerrain()
{
}
public override bool IsThreaded
{
get { return false; }
}
}
}

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@@ -0,0 +1,54 @@
/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 System.Text;
namespace OpenSim.Physics.Manager
{
public class PhysicsVector
{
public float X;
public float Y;
public float Z;
public PhysicsVector()
{
}
public PhysicsVector(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public static readonly PhysicsVector Zero = new PhysicsVector(0f, 0f, 0f);
}
}

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@@ -0,0 +1,31 @@
using System.Reflection;
using System.Runtime.CompilerServices;
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("")]
// 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):
[assembly: AssemblyVersion("1.0.*")]

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@@ -0,0 +1,452 @@
/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 OpenSim.Physics.Manager;
using Ode.NET;
namespace OpenSim.Physics.OdePlugin
{
/// <summary>
/// ODE plugin
/// </summary>
public class OdePlugin : IPhysicsPlugin
{
private OdeScene _mScene;
public OdePlugin()
{
}
public bool Init()
{
return true;
}
public PhysicsScene GetScene()
{
if (_mScene == null)
{
_mScene = new OdeScene();
}
return (_mScene);
}
public string GetName()
{
return ("OpenDynamicsEngine");
}
public void Dispose()
{
}
}
public class OdeScene : PhysicsScene
{
static public IntPtr world;
static public IntPtr space;
static private IntPtr contactgroup;
static private IntPtr LandGeom;
//static private IntPtr Land;
private double[] _heightmap;
static private d.NearCallback nearCallback = near;
private List<OdeCharacter> _characters = new List<OdeCharacter>();
private static d.ContactGeom[] contacts = new d.ContactGeom[30];
private static d.Contact contact;
public OdeScene()
{
contact.surface.mode = d.ContactFlags.Bounce | d.ContactFlags.SoftCFM;
contact.surface.mu = d.Infinity;
contact.surface.mu2 = 0.0f;
contact.surface.bounce = 0.1f;
contact.surface.bounce_vel = 0.1f;
contact.surface.soft_cfm = 0.01f;
world = d.WorldCreate();
space = d.HashSpaceCreate(IntPtr.Zero);
contactgroup = d.JointGroupCreate(0);
d.WorldSetGravity(world, 0.0f, 0.0f, -0.5f);
//d.WorldSetCFM(world, 1e-5f);
d.WorldSetAutoDisableFlag(world, false);
d.WorldSetContactSurfaceLayer(world, 0.001f);
// d.CreatePlane(space, 0, 0, 1, 0);
this._heightmap = new double[65536];
}
// This function blatantly ripped off from BoxStack.cs
static private void near(IntPtr space, IntPtr g1, IntPtr g2)
{
//Console.WriteLine("collision callback");
IntPtr b1 = d.GeomGetBody(g1);
IntPtr b2 = d.GeomGetBody(g2);
if (b1 != IntPtr.Zero && b2 != IntPtr.Zero && d.AreConnectedExcluding(b1, b2, d.JointType.Contact))
return;
int count = d.Collide(g1, g2, 500, contacts, d.ContactGeom.SizeOf);
for (int i = 0; i < count; ++i)
{
contact.geom = contacts[i];
IntPtr joint = d.JointCreateContact(world, contactgroup, ref contact);
d.JointAttach(joint, b1, b2);
}
}
public override PhysicsActor AddAvatar(PhysicsVector position)
{
PhysicsVector pos = new PhysicsVector();
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z + 20;
OdeCharacter newAv = new OdeCharacter(this, pos);
this._characters.Add(newAv);
return newAv;
}
public override void RemoveAvatar(PhysicsActor actor)
{
}
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
{
PhysicsVector pos = new PhysicsVector();
pos.X = position.X;
pos.Y = position.Y;
pos.Z = position.Z;
PhysicsVector siz = new PhysicsVector();
siz.X = size.X;
siz.Y = size.Y;
siz.Z = size.Z;
return new OdePrim();
}
public override void Simulate(float timeStep)
{
foreach (OdeCharacter actor in _characters)
{
actor.Move(timeStep * 5f);
}
d.SpaceCollide(space, IntPtr.Zero, nearCallback);
d.WorldQuickStep(world, timeStep * 5f);
d.JointGroupEmpty(contactgroup);
foreach (OdeCharacter actor in _characters)
{
actor.UpdatePosition();
}
}
public override void GetResults()
{
}
public override bool IsThreaded
{
get
{
return (false); // for now we won't be multithreaded
}
}
public override void SetTerrain(float[] heightMap)
{
for (int i = 0; i < 65536; i++)
{
this._heightmap[i] = (double)heightMap[i];
}
IntPtr HeightmapData = d.GeomHeightfieldDataCreate();
d.GeomHeightfieldDataBuildDouble(HeightmapData, _heightmap, 0, 256, 256, 256, 256, 1.0f, 0.0f, 2.0f, 0);
d.GeomHeightfieldDataSetBounds(HeightmapData, 256, 256);
LandGeom = d.CreateHeightfield(space, HeightmapData, 1);
d.Matrix3 R = new d.Matrix3();
Axiom.MathLib.Quaternion q1 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(1,0,0));
Axiom.MathLib.Quaternion q2 =Axiom.MathLib.Quaternion.FromAngleAxis(1.5707f, new Axiom.MathLib.Vector3(0,1,0));
//Axiom.MathLib.Quaternion q3 = Axiom.MathLib.Quaternion.FromAngleAxis(3.14f, new Axiom.MathLib.Vector3(0, 0, 1));
q1 = q1 * q2;
//q1 = q1 * q3;
Axiom.MathLib.Vector3 v3 = new Axiom.MathLib.Vector3();
float angle = 0;
q1.ToAngleAxis(ref angle, ref v3);
d.RFromAxisAndAngle(out R, v3.x, v3.y, v3.z, angle);
d.GeomSetRotation(LandGeom, ref R);
d.GeomSetPosition(LandGeom, 128, 128, 0);
}
public override void DeleteTerrain()
{
}
}
public class OdeCharacter : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private bool flying;
//private float gravityAccel;
private IntPtr BoundingCapsule;
IntPtr capsule_geom;
d.Mass capsule_mass;
public OdeCharacter(OdeScene parent_scene, PhysicsVector pos)
{
_velocity = new PhysicsVector();
_position = pos;
_acceleration = new PhysicsVector();
d.MassSetCapsule(out capsule_mass, 5.0f, 3, 0.5f, 2f);
capsule_geom = d.CreateCapsule(OdeScene.space, 0.5f, 2f);
this.BoundingCapsule = d.BodyCreate(OdeScene.world);
d.BodySetMass(BoundingCapsule, ref capsule_mass);
d.BodySetPosition(BoundingCapsule, pos.X, pos.Y, pos.Z);
d.GeomSetBody(capsule_geom, BoundingCapsule);
}
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 bool Kinematic
{
get
{
return false;
}
set
{
}
}
public override Axiom.MathLib.Quaternion Orientation
{
get
{
return Axiom.MathLib.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)
{
PhysicsVector vec = new PhysicsVector();
vec.X = this._velocity.X * timeStep;
vec.Y = this._velocity.Y * timeStep;
if (flying)
{
vec.Z = (this._velocity.Z + 0.5f) * timeStep;
}
d.BodySetLinearVel(this.BoundingCapsule, vec.X, vec.Y, vec.Z);
}
public void UpdatePosition()
{
d.Vector3 vec = d.BodyGetPosition(BoundingCapsule);
this._position.X = vec.X;
this._position.Y = vec.Y;
this._position.Z = vec.Z;
}
}
public class OdePrim : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
public OdePrim()
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
}
public override bool Flying
{
get
{
return false; //no flying prims for you
}
set
{
}
}
public override PhysicsVector Position
{
get
{
PhysicsVector pos = new PhysicsVector();
// PhysicsVector vec = this._prim.Position;
//pos.X = vec.X;
//pos.Y = vec.Y;
//pos.Z = vec.Z;
return pos;
}
set
{
/*PhysicsVector vec = value;
PhysicsVector pos = new PhysicsVector();
pos.X = vec.X;
pos.Y = vec.Y;
pos.Z = vec.Z;
this._prim.Position = pos;*/
}
}
public override PhysicsVector Velocity
{
get
{
return _velocity;
}
set
{
_velocity = value;
}
}
public override bool Kinematic
{
get
{
return false;
//return this._prim.Kinematic;
}
set
{
//this._prim.Kinematic = value;
}
}
public override Axiom.MathLib.Quaternion Orientation
{
get
{
Axiom.MathLib.Quaternion res = new Axiom.MathLib.Quaternion();
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)
{
}
}
}

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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectType>Local</ProjectType>
<ProductVersion>8.0.50727</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{63A05FE9-0000-0000-0000-000000000000}</ProjectGuid>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ApplicationIcon></ApplicationIcon>
<AssemblyKeyContainerName>
</AssemblyKeyContainerName>
<AssemblyName>OpenSim.Physics.OdePlugin</AssemblyName>
<DefaultClientScript>JScript</DefaultClientScript>
<DefaultHTMLPageLayout>Grid</DefaultHTMLPageLayout>
<DefaultTargetSchema>IE50</DefaultTargetSchema>
<DelaySign>false</DelaySign>
<OutputType>Library</OutputType>
<AppDesignerFolder></AppDesignerFolder>
<RootNamespace>OpenSim.Physics.OdePlugin</RootNamespace>
<StartupObject></StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE;DEBUG</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>True</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>False</Optimize>
<OutputPath>..\..\bin\Physics\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>False</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>True</Optimize>
<OutputPath>..\..\bin\Physics\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" >
<HintPath>System.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Axiom.MathLib.dll" >
<HintPath>..\..\bin\Axiom.MathLib.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Ode.NET.dll" >
<HintPath>..\..\bin\Ode.NET.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Manager\OpenSim.Physics.Manager.csproj">
<Name>OpenSim.Physics.Manager</Name>
<Project>{8BE16150-0000-0000-0000-000000000000}</Project>
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="OdePlugin.cs">
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSHARP.Targets" />
<PropertyGroup>
<PreBuildEvent>
</PreBuildEvent>
<PostBuildEvent>
</PostBuildEvent>
</PropertyGroup>
</Project>

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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ReferencePath>C:\New Folder\second-life-viewer\opensim-dailys2\opensim15-07\bin\</ReferencePath>
<LastOpenVersion>8.0.50727</LastOpenVersion>
<ProjectView>ProjectFiles</ProjectView>
<ProjectTrust>0</ProjectTrust>
</PropertyGroup>
<PropertyGroup Condition = " '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' " />
<PropertyGroup Condition = " '$(Configuration)|$(Platform)' == 'Release|AnyCPU' " />
</Project>

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<?xml version="1.0" ?>
<project name="OpenSim.Physics.OdePlugin" default="build">
<target name="build">
<echo message="Build Directory is ${project::get-base-directory()}/${build.dir}" />
<mkdir dir="${project::get-base-directory()}/${build.dir}" />
<copy todir="${project::get-base-directory()}/${build.dir}">
<fileset basedir="${project::get-base-directory()}">
</fileset>
</copy>
<csc target="library" debug="${build.debug}" unsafe="False" define="TRACE;DEBUG" output="${project::get-base-directory()}/${build.dir}/${project::get-name()}.dll">
<resources prefix="OpenSim.Physics.OdePlugin" dynamicprefix="true" >
</resources>
<sources failonempty="true">
<include name="AssemblyInfo.cs" />
<include name="OdePlugin.cs" />
</sources>
<references basedir="${project::get-base-directory()}">
<lib>
<include name="${project::get-base-directory()}" />
<include name="${project::get-base-directory()}/${build.dir}" />
</lib>
<include name="System.dll" />
<include name="../../bin/Axiom.MathLib.dll" />
<include name="../../bin/OpenSim.Physics.Manager.dll" />
<include name="../../bin/Ode.NET.dll" />
</references>
</csc>
<echo message="Copying from [${project::get-base-directory()}/${build.dir}/] to [${project::get-base-directory()}/../../bin/Physics/" />
<mkdir dir="${project::get-base-directory()}/../../bin/Physics/"/>
<copy todir="${project::get-base-directory()}/../../bin/Physics/">
<fileset basedir="${project::get-base-directory()}/${build.dir}/" >
<include name="*.dll"/>
<include name="*.exe"/>
</fileset>
</copy>
</target>
<target name="clean">
<delete dir="${bin.dir}" failonerror="false" />
<delete dir="${obj.dir}" failonerror="false" />
</target>
<target name="doc" description="Creates documentation.">
</target>
</project>

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using System.Reflection;
using System.Runtime.CompilerServices;
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("")]
// 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):
[assembly: AssemblyVersion("1.0.*")]

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<Project DefaultTargets="Build" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<ProjectType>Local</ProjectType>
<ProductVersion>8.0.50727</ProductVersion>
<SchemaVersion>2.0</SchemaVersion>
<ProjectGuid>{988F0AC4-0000-0000-0000-000000000000}</ProjectGuid>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ApplicationIcon></ApplicationIcon>
<AssemblyKeyContainerName>
</AssemblyKeyContainerName>
<AssemblyName>OpenSim.Physics.PhysXPlugin</AssemblyName>
<DefaultClientScript>JScript</DefaultClientScript>
<DefaultHTMLPageLayout>Grid</DefaultHTMLPageLayout>
<DefaultTargetSchema>IE50</DefaultTargetSchema>
<DelaySign>false</DelaySign>
<OutputType>Library</OutputType>
<AppDesignerFolder></AppDesignerFolder>
<RootNamespace>OpenSim.Physics.PhysXPlugin</RootNamespace>
<StartupObject></StartupObject>
<FileUpgradeFlags>
</FileUpgradeFlags>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE;DEBUG</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>True</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>False</Optimize>
<OutputPath>..\..\bin\Physics\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<PropertyGroup Condition=" '$(Configuration)|$(Platform)' == 'Release|AnyCPU' ">
<AllowUnsafeBlocks>False</AllowUnsafeBlocks>
<BaseAddress>285212672</BaseAddress>
<CheckForOverflowUnderflow>False</CheckForOverflowUnderflow>
<ConfigurationOverrideFile>
</ConfigurationOverrideFile>
<DefineConstants>TRACE</DefineConstants>
<DocumentationFile></DocumentationFile>
<DebugSymbols>False</DebugSymbols>
<FileAlignment>4096</FileAlignment>
<Optimize>True</Optimize>
<OutputPath>..\..\bin\Physics\</OutputPath>
<RegisterForComInterop>False</RegisterForComInterop>
<RemoveIntegerChecks>False</RemoveIntegerChecks>
<TreatWarningsAsErrors>False</TreatWarningsAsErrors>
<WarningLevel>4</WarningLevel>
<NoWarn></NoWarn>
</PropertyGroup>
<ItemGroup>
<Reference Include="System" >
<HintPath>System.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="Axiom.MathLib.dll" >
<HintPath>..\..\bin\Axiom.MathLib.dll</HintPath>
<Private>False</Private>
</Reference>
<Reference Include="PhysX_Wrapper_Dotnet.dll" >
<HintPath>..\..\bin\PhysX_Wrapper_Dotnet.dll</HintPath>
<Private>False</Private>
</Reference>
</ItemGroup>
<ItemGroup>
<ProjectReference Include="..\Manager\OpenSim.Physics.Manager.csproj">
<Name>OpenSim.Physics.Manager</Name>
<Project>{8BE16150-0000-0000-0000-000000000000}</Project>
<Package>{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}</Package>
<Private>False</Private>
</ProjectReference>
</ItemGroup>
<ItemGroup>
<Compile Include="AssemblyInfo.cs">
<SubType>Code</SubType>
</Compile>
<Compile Include="PhysXPlugin.cs">
<SubType>Code</SubType>
</Compile>
</ItemGroup>
<Import Project="$(MSBuildBinPath)\Microsoft.CSHARP.Targets" />
<PropertyGroup>
<PreBuildEvent>
</PreBuildEvent>
<PostBuildEvent>
</PostBuildEvent>
</PropertyGroup>
</Project>

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<Project xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<PropertyGroup>
<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
<ReferencePath>C:\New Folder\second-life-viewer\opensim-dailys2\opensim15-07\bin\</ReferencePath>
<LastOpenVersion>8.0.50727</LastOpenVersion>
<ProjectView>ProjectFiles</ProjectView>
<ProjectTrust>0</ProjectTrust>
</PropertyGroup>
<PropertyGroup Condition = " '$(Configuration)|$(Platform)' == 'Debug|AnyCPU' " />
<PropertyGroup Condition = " '$(Configuration)|$(Platform)' == 'Release|AnyCPU' " />
</Project>

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<?xml version="1.0" ?>
<project name="OpenSim.Physics.PhysXPlugin" default="build">
<target name="build">
<echo message="Build Directory is ${project::get-base-directory()}/${build.dir}" />
<mkdir dir="${project::get-base-directory()}/${build.dir}" />
<copy todir="${project::get-base-directory()}/${build.dir}">
<fileset basedir="${project::get-base-directory()}">
</fileset>
</copy>
<csc target="library" debug="${build.debug}" unsafe="False" define="TRACE;DEBUG" output="${project::get-base-directory()}/${build.dir}/${project::get-name()}.dll">
<resources prefix="OpenSim.Physics.PhysXPlugin" dynamicprefix="true" >
</resources>
<sources failonempty="true">
<include name="AssemblyInfo.cs" />
<include name="PhysXPlugin.cs" />
</sources>
<references basedir="${project::get-base-directory()}">
<lib>
<include name="${project::get-base-directory()}" />
<include name="${project::get-base-directory()}/${build.dir}" />
</lib>
<include name="System.dll" />
<include name="../../bin/Axiom.MathLib.dll" />
<include name="../../bin/PhysX_Wrapper_Dotnet.dll" />
<include name="../../bin/OpenSim.Physics.Manager.dll" />
</references>
</csc>
<echo message="Copying from [${project::get-base-directory()}/${build.dir}/] to [${project::get-base-directory()}/../../bin/Physics/" />
<mkdir dir="${project::get-base-directory()}/../../bin/Physics/"/>
<copy todir="${project::get-base-directory()}/../../bin/Physics/">
<fileset basedir="${project::get-base-directory()}/${build.dir}/" >
<include name="*.dll"/>
<include name="*.exe"/>
</fileset>
</copy>
</target>
<target name="clean">
<delete dir="${bin.dir}" failonerror="false" />
<delete dir="${obj.dir}" failonerror="false" />
</target>
<target name="doc" description="Creates documentation.">
</target>
</project>

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@@ -0,0 +1,449 @@
/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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.
*
*/
/*
* Copyright (c) OpenSim project, http://sim.opensecondlife.org/
*
* 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 <organization> 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 <copyright holder> ``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 <copyright holder> 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 OpenSim.Physics.Manager;
using PhysXWrapper;
namespace OpenSim.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(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;
}
public override void RemoveAvatar(PhysicsActor actor)
{
}
public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size)
{
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 void Simulate(float timeStep)
{
try
{
foreach (PhysXCharacter actor in _characters)
{
actor.Move(timeStep);
}
scene.Simulate(timeStep);
scene.FetchResults();
scene.UpdateControllers();
foreach (PhysXCharacter actor in _characters)
{
actor.UpdatePosition();
}
}
catch (Exception e)
{
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)
{
Console.WriteLine("PhysX - deleting old terrain");
this.scene.DeleteTerrain();
}
this._heightMap = heightMap;
this.scene.AddTerrain(heightMap);
}
public override void DeleteTerrain()
{
this.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;
Vec3 ps = new Vec3();
ps.X = value.X;
ps.Y = value.Y;
ps.Z = value.Z;
this._character.Position = ps;
}
}
public override PhysicsVector Velocity
{
get
{
return _velocity;
}
set
{
_velocity = value;
}
}
public override bool Kinematic
{
get
{
return false;
}
set
{
}
}
public override Axiom.MathLib.Quaternion Orientation
{
get
{
return Axiom.MathLib.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 Velocity
{
get
{
return _velocity;
}
set
{
_velocity = value;
}
}
public override bool Kinematic
{
get
{
return this._prim.Kinematic;
}
set
{
this._prim.Kinematic = value;
}
}
public override Axiom.MathLib.Quaternion Orientation
{
get
{
Axiom.MathLib.Quaternion res = new Axiom.MathLib.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)
{
}
}
}