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* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
609 lines
15 KiB
C#
609 lines
15 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 OpenSim 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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*/
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using System;
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using System.Collections.Generic;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using PhysXWrapper;
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using Quaternion=Axiom.Math.Quaternion;
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namespace OpenSim.Region.Physics.PhysXPlugin
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{
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/// <summary>
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/// Will be the PhysX plugin but for now will be a very basic physics engine
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/// </summary>
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public class PhysXPlugin : IPhysicsPlugin
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{
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private PhysXScene _mScene;
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public PhysXPlugin()
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{
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}
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public bool Init()
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{
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return true;
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}
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public PhysicsScene GetScene()
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{
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if (_mScene == null)
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{
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_mScene = new PhysXScene();
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}
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return (_mScene);
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}
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public string GetName()
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{
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return ("RealPhysX");
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}
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public void Dispose()
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{
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}
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}
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public class PhysXScene : PhysicsScene
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{
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private List<PhysXCharacter> _characters = new List<PhysXCharacter>();
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private List<PhysXPrim> _prims = new List<PhysXPrim>();
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private float[] _heightMap = null;
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private NxPhysicsSDK mySdk;
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private NxScene scene;
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public PhysXScene()
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{
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mySdk = NxPhysicsSDK.CreateSDK();
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Console.WriteLine("Sdk created - now creating scene");
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scene = mySdk.CreateScene();
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}
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public override void Initialise(IMesher meshmerizer)
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{
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// Does nothing right now
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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, PhysicsVector position, PhysicsVector size)
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{
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Vec3 pos = new Vec3();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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PhysXCharacter act = new PhysXCharacter(scene.AddCharacter(pos));
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act.Position = position;
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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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}
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public override void RemoveAvatar(PhysicsActor actor)
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{
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}
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private PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
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{
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Vec3 pos = new Vec3();
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pos.X = position.X;
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pos.Y = position.Y;
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pos.Z = position.Z;
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Vec3 siz = new Vec3();
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siz.X = size.X;
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siz.Y = size.Y;
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siz.Z = size.Z;
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PhysXPrim act = new PhysXPrim(scene.AddNewBox(pos, siz));
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_prims.Add(act);
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return act;
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation) //To be removed
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{
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return AddPrimShape(primName, pbs, position, size, rotation, false);
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}
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public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
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PhysicsVector size, Quaternion rotation, bool isPhysical)
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{
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return AddPrim(position, size, rotation);
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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 = 0f;
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try
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{
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foreach (PhysXCharacter actor in _characters)
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{
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actor.Move(timeStep);
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}
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scene.Simulate(timeStep);
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scene.FetchResults();
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scene.UpdateControllers();
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foreach (PhysXCharacter actor in _characters)
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{
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actor.UpdatePosition();
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}
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}
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catch (Exception e)
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{
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Console.WriteLine(e.Message);
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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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get { return (false); // for now we won't be multithreaded
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}
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}
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public override void SetTerrain(float[] heightMap)
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{
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if (_heightMap != null)
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{
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Console.WriteLine("PhysX - deleting old terrain");
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scene.DeleteTerrain();
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}
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_heightMap = heightMap;
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scene.AddTerrain(heightMap);
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}
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public override void DeleteTerrain()
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{
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scene.DeleteTerrain();
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}
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}
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public class PhysXCharacter : PhysicsActor
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{
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private PhysicsVector _position;
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private PhysicsVector _velocity;
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private PhysicsVector m_rotationalVelocity = PhysicsVector.Zero;
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private PhysicsVector _acceleration;
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private NxCharacter _character;
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private bool flying;
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private bool iscolliding = false;
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private float gravityAccel;
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public PhysXCharacter(NxCharacter character)
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{
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_velocity = new PhysicsVector();
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_position = new PhysicsVector();
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_acceleration = new PhysicsVector();
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_character = character;
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}
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public override int PhysicsActorType
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{
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get { return (int) ActorTypes.Agent; }
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set { return; }
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}
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public override bool SetAlwaysRun
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{
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get { return false; }
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set { return; }
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}
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public override uint LocalID
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{
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set { return; }
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}
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public override bool Grabbed
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{
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set { return; }
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}
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public override bool Selected
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{
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set { return; }
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}
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public override bool IsPhysical
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{
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get { return false; }
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set { return; }
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}
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public override bool ThrottleUpdates
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{
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get { return false; }
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set { return; }
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}
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public override bool Flying
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{
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get { return flying; }
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set { flying = value; }
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}
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public override bool IsColliding
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{
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get { return iscolliding; }
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set { iscolliding = value; }
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}
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public override bool CollidingGround
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{
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get { return false; }
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set { return; }
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}
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public override bool CollidingObj
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{
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get { return false; }
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set { return; }
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}
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public override PhysicsVector RotationalVelocity
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{
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get { return m_rotationalVelocity; }
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set { m_rotationalVelocity = value; }
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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set
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{
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_position = value;
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Vec3 ps = new Vec3();
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ps.X = value.X;
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ps.Y = value.Y;
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ps.Z = value.Z;
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_character.Position = ps;
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}
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}
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public override PhysicsVector Size
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{
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get { return PhysicsVector.Zero; }
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set { }
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}
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public override float Mass
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{
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get { return 0f; }
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}
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public override PhysicsVector Force
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector CenterOfMass
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector GeometricCenter
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector Velocity
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{
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get { return _velocity; }
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set { _velocity = value; }
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}
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public override float CollisionScore
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{
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get { return 0f; }
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}
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public override bool Kinematic
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{
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get { return false; }
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set { }
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}
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public override Quaternion Orientation
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{
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get { return Quaternion.Identity; }
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set { }
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}
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public override PhysicsVector Acceleration
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{
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get { return _acceleration; }
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}
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public void SetAcceleration(PhysicsVector accel)
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{
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_acceleration = accel;
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}
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public override void AddForce(PhysicsVector force)
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{
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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public void Move(float timeStep)
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{
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Vec3 vec = new Vec3();
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vec.X = _velocity.X*timeStep;
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vec.Y = _velocity.Y*timeStep;
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if (flying)
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{
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vec.Z = (_velocity.Z)*timeStep;
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}
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else
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{
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gravityAccel += -9.8f;
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vec.Z = (gravityAccel + _velocity.Z)*timeStep;
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}
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int res = _character.Move(vec);
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if (res == 1)
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{
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gravityAccel = 0;
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}
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}
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public override PrimitiveBaseShape Shape
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{
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set { return; }
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}
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public void UpdatePosition()
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{
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Vec3 vec = _character.Position;
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_position.X = vec.X;
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_position.Y = vec.Y;
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_position.Z = vec.Z;
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}
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public override void CrossingFailure()
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{
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}
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}
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public class PhysXPrim : PhysicsActor
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{
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private PhysicsVector _velocity;
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private PhysicsVector _acceleration;
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private PhysicsVector m_rotationalVelocity;
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private NxActor _prim;
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public PhysXPrim(NxActor prim)
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{
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_velocity = new PhysicsVector();
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_acceleration = new PhysicsVector();
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_prim = prim;
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}
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public override int PhysicsActorType
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{
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get { return (int) ActorTypes.Prim; }
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set { return; }
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}
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public override bool IsPhysical
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{
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get { return false; }
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set { return; }
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}
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public override bool SetAlwaysRun
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{
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get { return false; }
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set { return; }
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}
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public override uint LocalID
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{
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set { return; }
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}
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public override bool Grabbed
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{
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set { return; }
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}
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public override bool Selected
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{
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set { return; }
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}
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public override bool ThrottleUpdates
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{
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get { return false; }
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set { return; }
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}
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public override PhysicsVector RotationalVelocity
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{
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get { return m_rotationalVelocity; }
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set { m_rotationalVelocity = value; }
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}
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public override bool Flying
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{
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get { return false; //no flying prims for you
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}
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set { }
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}
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public override bool IsColliding
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{
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get { return false; }
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set { }
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}
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public override bool CollidingGround
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{
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get { return false; }
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set { return; }
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}
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public override bool CollidingObj
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{
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get { return false; }
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set { return; }
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get
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{
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PhysicsVector pos = new PhysicsVector();
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Vec3 vec = _prim.Position;
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pos.X = vec.X;
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pos.Y = vec.Y;
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pos.Z = vec.Z;
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return pos;
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}
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set
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{
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PhysicsVector vec = value;
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Vec3 pos = new Vec3();
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pos.X = vec.X;
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pos.Y = vec.Y;
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pos.Z = vec.Z;
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_prim.Position = pos;
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}
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}
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public override PrimitiveBaseShape Shape
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{
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set { return; }
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}
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public override PhysicsVector Velocity
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{
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get { return _velocity; }
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set { _velocity = value; }
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}
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public override float CollisionScore
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{
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get { return 0f; }
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}
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public override bool Kinematic
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{
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get { return _prim.Kinematic; }
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set { _prim.Kinematic = value; }
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}
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public override Quaternion Orientation
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{
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get
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{
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Quaternion res = new Quaternion();
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PhysXWrapper.Quaternion quat = _prim.GetOrientation();
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res.w = quat.W;
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res.x = quat.X;
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res.y = quat.Y;
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res.z = quat.Z;
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return res;
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}
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set { }
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}
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public override PhysicsVector Acceleration
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{
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get { return _acceleration; }
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}
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public void SetAcceleration(PhysicsVector accel)
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{
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_acceleration = accel;
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}
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public override void AddForce(PhysicsVector force)
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{
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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}
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public override PhysicsVector Size
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{
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get { return PhysicsVector.Zero; }
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set { }
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}
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public override float Mass
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{
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get { return 0f; }
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}
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public override PhysicsVector Force
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector CenterOfMass
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector GeometricCenter
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{
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get { return PhysicsVector.Zero; }
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}
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public override void CrossingFailure()
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{
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}
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}
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} |