Files
opensim/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
idb 098f16fe31 Remove duplicated avatar height calculation in lsl functions.
Use height calculation in Basic Physics and Physics of Simplicity so that avatars larger than the default walk with straight legs and shorter walk on the ground.
2008-12-01 00:49:36 +00:00

448 lines
12 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the 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;
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System.Collections.Generic;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
/// <summary>
/// Effectively a physics plugin that simulates no physics at all.
/// </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 void Initialise(IMesher meshmerizer, IConfigSource config)
{
// Does nothing right now
}
public override void Dispose()
{
}
public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
{
BasicActor act = new BasicActor();
act.Position = position;
_actors.Add(act);
return act;
}
public override void RemovePrim(PhysicsActor prim)
{
}
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, Quaternion rotation)
{
return null;
}
*/
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation)
{
return AddPrimShape(primName, pbs, position, size, rotation, false);
}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
PhysicsVector size, Quaternion rotation, bool isPhysical)
{
return null;
}
public override void AddPhysicsActorTaint(PhysicsActor prim)
{
}
public override float Simulate(float timeStep)
{
float fps = 0;
for (int i = 0; i < _actors.Count; ++i)
{
BasicActor actor = _actors[i];
actor.Position.X += actor.Velocity.X*timeStep;
actor.Position.Y += actor.Velocity.Y*timeStep;
if (actor.Position.Y < 0)
{
actor.Position.Y = 0.1F;
}
else if (actor.Position.Y >= Constants.RegionSize)
{
actor.Position.Y = 255.9F;
}
if (actor.Position.X < 0)
{
actor.Position.X = 0.1F;
}
else if (actor.Position.X >= Constants.RegionSize)
{
actor.Position.X = 255.9F;
}
float height = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + actor.Size.Z;
if (actor.Flying)
{
if (actor.Position.Z + (actor.Velocity.Z*timeStep) <
_heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X] + 2)
{
actor.Position.Z = height;
actor.Velocity.Z = 0;
}
else
{
actor.Position.Z += actor.Velocity.Z*timeStep;
}
}
else
{
actor.Position.Z = height;
actor.Velocity.Z = 0;
}
}
return fps;
}
public override void GetResults()
{
}
public override bool IsThreaded
{
get { return (false); // for now we won't be multithreaded
}
}
public override void SetTerrain(float[] heightMap)
{
_heightMap = heightMap;
}
public override void SetWaterLevel(float baseheight)
{
}
public override void DeleteTerrain()
{
}
public override Dictionary<uint, float> GetTopColliders()
{
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
return returncolliders;
}
}
public class BasicActor : PhysicsActor
{
private PhysicsVector _position;
private PhysicsVector _velocity;
private PhysicsVector _acceleration;
private PhysicsVector _size;
private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
private bool flying;
private bool iscolliding;
public BasicActor()
{
_velocity = new PhysicsVector();
_position = new PhysicsVector();
_acceleration = new PhysicsVector();
_size = new PhysicsVector();
}
public override int PhysicsActorType
{
get { return (int) ActorTypes.Agent; }
set { return; }
}
public override PhysicsVector RotationalVelocity
{
get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; }
}
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
public override uint LocalID
{
set { return; }
}
public override bool Grabbed
{
set { return; }
}
public override bool Selected
{
set { return; }
}
public override float Buoyancy
{
get { return 0f; }
set { return; }
}
public override bool FloatOnWater
{
set { return; }
}
public override bool IsPhysical
{
get { return false; }
set { return; }
}
public override bool ThrottleUpdates
{
get { return false; }
set { return; }
}
public override bool Flying
{
get { return flying; }
set { flying = value; }
}
public override bool IsColliding
{
get { return iscolliding; }
set { iscolliding = value; }
}
public override bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override bool Stopped
{
get { return false; }
}
public override PhysicsVector Position
{
get { return _position; }
set { _position = value; }
}
public override PhysicsVector Size
{
get { return _size; }
set {
_size = value;
_size.Z = _size.Z / 2.0f;
}
}
public override PrimitiveBaseShape Shape
{
set { return; }
}
public override float Mass
{
get { return 0f; }
}
public override PhysicsVector Force
{
get { return PhysicsVector.Zero; }
set { return; }
}
public override int VehicleType
{
get { return 0; }
set { return; }
}
public override void VehicleFloatParam(int param, float value)
{
}
public override void VehicleVectorParam(int param, PhysicsVector value)
{
}
public override void VehicleRotationParam(int param, Quaternion rotation)
{
}
public override PhysicsVector CenterOfMass
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector GeometricCenter
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector Velocity
{
get { return _velocity; }
set { _velocity = value; }
}
public override float CollisionScore
{
get { return 0f; }
set { }
}
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 override void link(PhysicsActor obj)
{
}
public override void delink()
{
}
public override void LockAngularMotion(PhysicsVector axis)
{
}
public void SetAcceleration(PhysicsVector accel)
{
_acceleration = accel;
}
public override void AddForce(PhysicsVector force, bool pushforce)
{
}
public override void SetMomentum(PhysicsVector momentum)
{
}
public override void CrossingFailure()
{
}
public override PhysicsVector PIDTarget { set { return; } }
public override bool PIDActive { set { return; } }
public override float PIDTau { set { return; } }
public override void SubscribeEvents(int ms)
{
}
public override void UnSubscribeEvents()
{
}
public override bool SubscribedEvents()
{
return false;
}
}
}