Files
opensim/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsScene.cs
Justin Clark-Casey (justincc) 8205fe79ce Fix bug where setting phantom on a prim would result in a server log message rather than setting phantom.
This was an oversight when removing some race conditions from PhysicsActor setting recently.
Regression tests extended to probe this code path.
Extending regression tests required implementation of a BasicPhysicsPrim (there was none before).  However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing.
2012-04-22 19:51:51 +01:00

195 lines
6.7 KiB
C#

/*
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* derived from this software without specific prior written permission.
*
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using System;
using System.Collections.Generic;
using Nini.Config;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.BasicPhysicsPlugin
{
/// <summary>
/// This is an incomplete extremely basic physics implementation
/// </summary>
/// <remarks>
/// Not useful for anything at the moment apart from some regression testing in other components where some form
/// of physics plugin is needed.
/// </remarks>
public class BasicScene : PhysicsScene
{
private List<BasicActor> _actors = new List<BasicActor>();
private List<BasicPhysicsPrim> _prims = new List<BasicPhysicsPrim>();
private float[] _heightMap;
//protected internal string sceneIdentifier;
public BasicScene(string _sceneIdentifier)
{
//sceneIdentifier = _sceneIdentifier;
}
public override void Initialise(IMesher meshmerizer, IConfigSource config)
{
}
public override void Dispose() {}
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
Vector3 size, Quaternion rotation, bool isPhysical, uint localid)
{
BasicPhysicsPrim prim = new BasicPhysicsPrim(primName, localid, position, size, rotation, pbs);
prim.IsPhysical = isPhysical;
_prims.Add(prim);
return prim;
}
public override PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying)
{
BasicActor act = new BasicActor(size);
act.Position = position;
act.Flying = isFlying;
_actors.Add(act);
return act;
}
public override void RemovePrim(PhysicsActor actor)
{
BasicPhysicsPrim prim = (BasicPhysicsPrim)actor;
if (_prims.Contains(prim))
_prims.Remove(prim);
}
public override void RemoveAvatar(PhysicsActor actor)
{
BasicActor act = (BasicActor)actor;
if (_actors.Contains(act))
_actors.Remove(act);
}
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];
Vector3 actorPosition = actor.Position;
Vector3 actorVelocity = actor.Velocity;
actorPosition.X += actor.Velocity.X*timeStep;
actorPosition.Y += actor.Velocity.Y*timeStep;
if (actor.Position.Y < 0)
{
actorPosition.Y = 0.1F;
}
else if (actor.Position.Y >= Constants.RegionSize)
{
actorPosition.Y = ((int)Constants.RegionSize - 0.1f);
}
if (actor.Position.X < 0)
{
actorPosition.X = 0.1F;
}
else if (actor.Position.X >= Constants.RegionSize)
{
actorPosition.X = ((int)Constants.RegionSize - 0.1f);
}
float terrainHeight = 0;
if (_heightMap != null)
terrainHeight = _heightMap[(int)actor.Position.Y * Constants.RegionSize + (int)actor.Position.X];
float height = terrainHeight + actor.Size.Z;
if (actor.Flying)
{
if (actor.Position.Z + (actor.Velocity.Z * timeStep) < terrainHeight + 2)
{
actorPosition.Z = height;
actorVelocity.Z = 0;
actor.IsColliding = true;
}
else
{
actorPosition.Z += actor.Velocity.Z * timeStep;
actor.IsColliding = false;
}
}
else
{
actorPosition.Z = height;
actorVelocity.Z = 0;
actor.IsColliding = true;
}
actor.Position = actorPosition;
actor.Velocity = actorVelocity;
}
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 DeleteTerrain()
{
}
public override void SetWaterLevel(float baseheight)
{
}
public override Dictionary<uint, float> GetTopColliders()
{
Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
return returncolliders;
}
}
}