Example #1
0
        /// <summary>
        /// This function will add a user's avatar to the physics plugin.
        /// </summary>
        /// <param name="localID">The unique ID used by OpenSim to track the
        /// physical objects inside of the world</param>
        /// <param name="avName">Given name of the avatar</param>
        /// <param name="position">The current position of the new user avatar
        /// inside of the scene</param>
        /// <param name="velocity">The current velocity of the new user avatar
        /// inside of the scene</param>
        /// <param name="size">The size of the new user avatar, that will be
        /// used to scale the physical object</param>
        /// <param name="isFlying">A flag that determines if the user's
        /// physical object avatar is currently flying</param>
        /// <returns>The physical object that was added to the physics engine
        /// that will represent the user's avatar</returns>
        public override PhysicsActor AddAvatar(uint localID, string avName,
                                               Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
        {
            // Can't add avatar if the scene hasn't been initialized yet
            if (!m_isInitialized)
            {
                return(null);
            }

            // Create a physical object to represent the user avatar
            PxPhysObject actor = new PxPhysObject(
                localID, avName, this, position, velocity, size, isFlying);

            // Add the new actor to the dictionary of all physical objects;
            // lock dictionary to ensure no changes are made during addition
            lock (m_physObjectsDict)
            {
                m_physObjectsDict.Add(localID, actor);
            }

            // Add the new avatar to the avatar dictionary to make sure that
            // OpenSim updates the animations for the avatars, specific to the
            // avatar sending the collision event
            lock (m_avatarsSet)
            {
                m_avatarsSet.Add(actor);
            }

            // Give OpenSim a handle to the physical object of the user's
            // physical object
            return(actor);
        }
Example #2
0
        /// <summary>
        /// Add a new prim object to the scene.
        /// </summary>
        /// <param name="primName">Given name of the prim object</param>
        /// <param name="pbs">Basic prim shape info used for
        /// determining the object's mass and geometry</param>
        /// <param name="position">Current position of the new prim inside
        /// the scene</param>
        /// <param name="size">Size of the new avatar, that will be used
        /// to scale the physical object</param>
        /// <param name="rotation">Current rotation of the new prim
        /// inside the scene</param>
        /// <param name="isPhysical">Whether the prim should react
        /// to forces and collisions</param>
        /// <param name="localid">The unique ID used to track the object
        /// inside of the world</param>
        public override PhysicsActor AddPrimShape(string primName,
                                                  PrimitiveBaseShape pbs, Vector3 position, Vector3 size,
                                                  Quaternion rotation, bool isPhysical, uint localid)
        {
            // Can't add prim if the scene hasn't been initialized yet
            if (!m_isInitialized)
            {
                m_log.ErrorFormat("{0}: Unable to create prim shape because " +
                                  "PxScene has not been initialized.", LogHeader);

                return(null);
            }

            // Create a physical object to represent the primitive object
            PxPhysObject prim = new PxPhysObject(localid, primName, this,
                                                 position, size, rotation, pbs, isPhysical);

            // Lock dictionary to ensure no changes are made during addition
            lock (m_physObjectsDict)
            {
                // Add the new prim to the dictionary of all physical objects
                m_physObjectsDict.Add(localid, prim);
            }

            // Give OpenSim a handle to the physical object of the prim
            return(prim);
        }
Example #3
0
 /// <summary>
 /// Constructor of the PxActor.
 /// </summary>
 /// <param name="physicsScene"> The physics scene that this actor
 /// will act within. </param>
 /// <param name="physicsObject"> The physics object that this actor
 /// will act upon. </param>
 /// <param name="actorName"> The physics actor name to identify
 /// the intent. <param>
 public PxActor(PxScene physicsScene, PxPhysObject physicsObject,
                string actorName)
 {
     PhysicsScene  = physicsScene;
     PhysicsObject = physicsObject;
     ActorName     = actorName;
     Enabled       = true;
 }
Example #4
0
 /// <summary>
 /// Adds a tainted object to the list of tainted objects. These objects
 /// will be re-built before the next simulation step.
 /// </summary>
 /// <param name="obj">The tainted physics object that needs to be
 /// re-built</param>
 public void AddTaintedObject(PxPhysObject obj)
 {
     // Attempt to add this object to the list of tainted objects in
     // a thread-safe manner. If the object already exists within
     // the list, this operation is ignored
     lock (m_taintedObjects)
     {
         m_taintedObjects.GetOrAdd(obj.LocalID, obj);
     }
 }
Example #5
0
 /// <summary>
 /// Constructor for the buoyancy actor, includes the physics scene,
 /// the physics object, and the name of this physics actor.
 /// </summary>
 /// <param name="physicsScene"> The physics scene that this actor will
 /// act within. </param>
 /// <param name="physicsObject"> The physics object that this actor will
 /// act upon. </param>
 /// <param name="actorName"> The physics actor name to identify
 /// the intent. <param>
 public PxActorBuoyancy(PxScene physicsScene, PxPhysObject physObject,
                        string actorName) : base(physicsScene, physObject, actorName)
 {
     m_buoyancyMotor = null;
 }