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the physics engines to return the name that is specified in the INI
file ("physics = XXX") as the type of engine.
This os function is a little different than the others in that it
does not throw an exception of one is not privilaged to use it.
It merely returns an empty string.
273 lines
10 KiB
C#
273 lines
10 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using Nini.Config;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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namespace OpenSim.Region.Physics.POSPlugin
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{
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public class POSScene : PhysicsScene
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{
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private List<POSCharacter> _characters = new List<POSCharacter>();
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private List<POSPrim> _prims = new List<POSPrim>();
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private float[] _heightMap;
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private const float gravity = -9.8f;
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//protected internal string sceneIdentifier;
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public POSScene(string engineType, String _sceneIdentifier)
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{
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EngineType = engineType;
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Name = EngineType + "/" + _sceneIdentifier;
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//sceneIdentifier = _sceneIdentifier;
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}
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public override void Initialise(IMesher meshmerizer, IConfigSource config)
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{
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}
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public override void Dispose()
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{
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}
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public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
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{
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POSCharacter act = new POSCharacter();
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act.Position = position;
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act.Flying = isFlying;
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_characters.Add(act);
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return act;
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}
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public override void RemovePrim(PhysicsActor prim)
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{
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POSPrim p = (POSPrim) prim;
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if (_prims.Contains(p))
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{
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_prims.Remove(p);
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}
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}
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public override void RemoveAvatar(PhysicsActor character)
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{
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POSCharacter act = (POSCharacter) character;
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if (_characters.Contains(act))
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{
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_characters.Remove(act);
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}
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}
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/*
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public override PhysicsActor AddPrim(Vector3 position, Vector3 size, Quaternion rotation)
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{
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return null;
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}
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*/
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
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Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
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{
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POSPrim prim = new POSPrim();
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prim.Position = position;
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prim.Orientation = rotation;
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prim.Size = size;
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_prims.Add(prim);
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return prim;
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}
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private bool isColliding(POSCharacter c, POSPrim p)
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{
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Vector3 rotatedPos = new Vector3(c.Position.X - p.Position.X, c.Position.Y - p.Position.Y,
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c.Position.Z - p.Position.Z) * Quaternion.Inverse(p.Orientation);
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Vector3 avatarSize = new Vector3(c.Size.X, c.Size.Y, c.Size.Z) * Quaternion.Inverse(p.Orientation);
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return (Math.Abs(rotatedPos.X) < (p.Size.X*0.5 + Math.Abs(avatarSize.X)) &&
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Math.Abs(rotatedPos.Y) < (p.Size.Y*0.5 + Math.Abs(avatarSize.Y)) &&
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Math.Abs(rotatedPos.Z) < (p.Size.Z*0.5 + Math.Abs(avatarSize.Z)));
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}
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private bool isCollidingWithPrim(POSCharacter c)
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{
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foreach (POSPrim p in _prims)
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{
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if (isColliding(c, p))
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{
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return true;
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}
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}
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return false;
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}
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public override void AddPhysicsActorTaint(PhysicsActor prim)
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{
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}
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public override float Simulate(float timeStep)
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{
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float fps = 0;
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for (int i = 0; i < _characters.Count; ++i)
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{
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fps++;
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POSCharacter character = _characters[i];
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float oldposX = character.Position.X;
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float oldposY = character.Position.Y;
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float oldposZ = character.Position.Z;
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if (!character.Flying)
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{
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character._target_velocity.Z += gravity * timeStep;
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}
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Vector3 characterPosition = character.Position;
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characterPosition.X += character._target_velocity.X * timeStep;
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characterPosition.Y += character._target_velocity.Y * timeStep;
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characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
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characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
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bool forcedZ = false;
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float terrainheight = _heightMap[(int)character.Position.Y * Constants.RegionSize + (int)character.Position.X];
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if (character.Position.Z + (character._target_velocity.Z * timeStep) < terrainheight + 2)
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{
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characterPosition.Z = terrainheight + character.Size.Z;
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forcedZ = true;
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}
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else
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{
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characterPosition.Z += character._target_velocity.Z*timeStep;
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}
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/// this is it -- the magic you've all been waiting for! Ladies and gentlemen --
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/// Completely Bogus Collision Detection!!!
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/// better known as the CBCD algorithm
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if (isCollidingWithPrim(character))
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{
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characterPosition.Z = oldposZ; // first try Z axis
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if (isCollidingWithPrim(character))
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{
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characterPosition.Z = oldposZ + character.Size.Z / 4.4f; // try harder
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if (isCollidingWithPrim(character))
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{
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characterPosition.Z = oldposZ + character.Size.Z / 2.2f; // try very hard
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if (isCollidingWithPrim(character))
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{
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characterPosition.X = oldposX;
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characterPosition.Y = oldposY;
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characterPosition.Z = oldposZ;
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characterPosition.X += character._target_velocity.X * timeStep;
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if (isCollidingWithPrim(character))
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{
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characterPosition.X = oldposX;
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}
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characterPosition.Y += character._target_velocity.Y * timeStep;
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if (isCollidingWithPrim(character))
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{
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characterPosition.Y = oldposY;
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}
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}
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else
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{
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forcedZ = true;
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}
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}
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else
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{
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forcedZ = true;
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}
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}
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else
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{
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forcedZ = true;
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}
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}
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characterPosition.X = Util.Clamp(character.Position.X, 0.01f, Constants.RegionSize - 0.01f);
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characterPosition.Y = Util.Clamp(character.Position.Y, 0.01f, Constants.RegionSize - 0.01f);
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character.Position = characterPosition;
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character._velocity.X = (character.Position.X - oldposX)/timeStep;
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character._velocity.Y = (character.Position.Y - oldposY)/timeStep;
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if (forcedZ)
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{
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character._velocity.Z = 0;
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character._target_velocity.Z = 0;
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((PhysicsActor)character).IsColliding = true;
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character.RequestPhysicsterseUpdate();
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}
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else
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{
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((PhysicsActor)character).IsColliding = false;
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character._velocity.Z = (character.Position.Z - oldposZ)/timeStep;
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}
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}
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return fps;
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}
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public override void GetResults()
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{
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}
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public override bool IsThreaded
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{
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// for now we won't be multithreaded
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get { return (false); }
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}
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public override void SetTerrain(float[] heightMap)
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{
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_heightMap = heightMap;
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}
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public override void DeleteTerrain()
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{
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}
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public override void SetWaterLevel(float baseheight)
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{
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}
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public override Dictionary<uint, float> GetTopColliders()
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{
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Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
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return returncolliders;
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}
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}
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}
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