PhysicsScene.cs 13 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using System.Reflection;
  30. using log4net;
  31. using Nini.Config;
  32. using OpenSim.Framework;
  33. using OpenMetaverse;
  34. namespace OpenSim.Region.PhysicsModules.SharedBase
  35. {
  36. public delegate void physicsCrash();
  37. public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal);
  38. public delegate void RayCallback(List<ContactResult> list);
  39. public delegate void JointMoved(PhysicsJoint joint);
  40. public delegate void JointDeactivated(PhysicsJoint joint);
  41. public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
  42. public enum RayFilterFlags : ushort
  43. {
  44. // the flags
  45. water = 0x01,
  46. land = 0x02,
  47. agent = 0x04,
  48. nonphysical = 0x08,
  49. physical = 0x10,
  50. phantom = 0x20,
  51. volumedtc = 0x40,
  52. // ray cast colision control (may only work for meshs)
  53. ContactsUnImportant = 0x2000,
  54. BackFaceCull = 0x4000,
  55. ClosestHit = 0x8000,
  56. // some combinations
  57. LSLPhantom = phantom | volumedtc,
  58. PrimsNonPhantom = nonphysical | physical,
  59. PrimsNonPhantomAgents = nonphysical | physical | agent,
  60. AllPrims = nonphysical | phantom | volumedtc | physical,
  61. AllButLand = agent | nonphysical | physical | phantom | volumedtc,
  62. ClosestAndBackCull = ClosestHit | BackFaceCull,
  63. All = 0x3f
  64. }
  65. public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
  66. public delegate void AssetReceivedDelegate(AssetBase asset);
  67. /// <summary>
  68. /// Contact result from a raycast.
  69. /// </summary>
  70. public struct ContactResult
  71. {
  72. public Vector3 Pos;
  73. public float Depth;
  74. public uint ConsumerID;
  75. public Vector3 Normal;
  76. }
  77. public abstract class PhysicsScene
  78. {
  79. // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  80. /// <summary>
  81. /// A unique identifying string for this instance of the physics engine.
  82. /// Useful in debug messages to distinguish one OdeScene instance from another.
  83. /// Usually set to include the region name that the physics engine is acting for.
  84. /// </summary>
  85. public string PhysicsSceneName { get; protected set; }
  86. /// <summary>
  87. /// A string identifying the family of this physics engine. Most common values returned
  88. /// are "OpenDynamicsEngine" and "BulletSim" but others are possible.
  89. /// </summary>
  90. public string EngineType { get; protected set; }
  91. // The only thing that should register for this event is the SceneGraph
  92. // Anything else could cause problems.
  93. public event physicsCrash OnPhysicsCrash;
  94. public static PhysicsScene Null
  95. {
  96. get { return new NullPhysicsScene(); }
  97. }
  98. public RequestAssetDelegate RequestAssetMethod { get; set; }
  99. protected void Initialise(RequestAssetDelegate m, float[] terrain, float waterHeight)
  100. {
  101. RequestAssetMethod = m;
  102. SetTerrain(terrain);
  103. SetWaterLevel(waterHeight);
  104. }
  105. public virtual void TriggerPhysicsBasedRestart()
  106. {
  107. physicsCrash handler = OnPhysicsCrash;
  108. if (handler != null)
  109. {
  110. OnPhysicsCrash();
  111. }
  112. }
  113. /// <summary>
  114. /// Add an avatar
  115. /// </summary>
  116. /// <param name="avName"></param>
  117. /// <param name="position"></param>
  118. /// <param name="velocity"></param>
  119. /// <param name="size"></param>
  120. /// <param name="isFlying"></param>
  121. /// <returns></returns>
  122. public abstract PhysicsActor AddAvatar(
  123. string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying);
  124. /// <summary>
  125. /// Add an avatar
  126. /// </summary>
  127. /// <param name="localID"></param>
  128. /// <param name="avName"></param>
  129. /// <param name="position"></param>
  130. /// <param name="velocity"></param>
  131. /// <param name="size"></param>
  132. /// <param name="isFlying"></param>
  133. /// <returns></returns>
  134. public virtual PhysicsActor AddAvatar(
  135. uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
  136. {
  137. PhysicsActor ret = AddAvatar(avName, position, velocity, size, isFlying);
  138. if (ret != null)
  139. ret.LocalID = localID;
  140. return ret;
  141. }
  142. /// <summary>
  143. /// Remove an avatar.
  144. /// </summary>
  145. /// <param name="actor"></param>
  146. public abstract void RemoveAvatar(PhysicsActor actor);
  147. /// <summary>
  148. /// Remove a prim.
  149. /// </summary>
  150. /// <param name="prim"></param>
  151. public abstract void RemovePrim(PhysicsActor prim);
  152. public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  153. Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
  154. public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  155. Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
  156. {
  157. return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
  158. }
  159. public virtual float TimeDilation
  160. {
  161. get { return 1.0f; }
  162. }
  163. public virtual bool SupportsNINJAJoints
  164. {
  165. get { return false; }
  166. }
  167. public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
  168. Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
  169. { return null; }
  170. public virtual void RequestJointDeletion(string objectNameInScene)
  171. { return; }
  172. public virtual void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
  173. { return; }
  174. public virtual void DumpJointInfo()
  175. { return; }
  176. public event JointMoved OnJointMoved;
  177. protected virtual void DoJointMoved(PhysicsJoint joint)
  178. {
  179. // We need this to allow subclasses (but not other classes) to invoke the event; C# does
  180. // not allow subclasses to invoke the parent class event.
  181. if (OnJointMoved != null)
  182. {
  183. OnJointMoved(joint);
  184. }
  185. }
  186. public event JointDeactivated OnJointDeactivated;
  187. protected virtual void DoJointDeactivated(PhysicsJoint joint)
  188. {
  189. // We need this to allow subclasses (but not other classes) to invoke the event; C# does
  190. // not allow subclasses to invoke the parent class event.
  191. if (OnJointDeactivated != null)
  192. {
  193. OnJointDeactivated(joint);
  194. }
  195. }
  196. public event JointErrorMessage OnJointErrorMessage;
  197. protected virtual void DoJointErrorMessage(PhysicsJoint joint, string message)
  198. {
  199. // We need this to allow subclasses (but not other classes) to invoke the event; C# does
  200. // not allow subclasses to invoke the parent class event.
  201. if (OnJointErrorMessage != null)
  202. {
  203. OnJointErrorMessage(joint, message);
  204. }
  205. }
  206. public virtual Vector3 GetJointAnchor(PhysicsJoint joint)
  207. { return Vector3.Zero; }
  208. public virtual Vector3 GetJointAxis(PhysicsJoint joint)
  209. { return Vector3.Zero; }
  210. public abstract void AddPhysicsActorTaint(PhysicsActor prim);
  211. /// <summary>
  212. /// Perform a simulation of the current physics scene over the given timestep.
  213. /// </summary>
  214. /// <param name="timeStep"></param>
  215. /// <returns>The number of frames simulated over that period.</returns>
  216. public abstract float Simulate(float timeStep);
  217. /// <summary>
  218. /// Get statistics about this scene.
  219. /// </summary>
  220. /// <remarks>This facility is currently experimental and subject to change.</remarks>
  221. /// <returns>
  222. /// A dictionary where the key is the statistic name. If no statistics are supplied then returns null.
  223. /// </returns>
  224. public virtual Dictionary<string, float> GetStats() { return null; }
  225. public abstract void GetResults();
  226. public abstract void SetTerrain(float[] heightMap);
  227. public abstract void SetWaterLevel(float baseheight);
  228. public abstract void DeleteTerrain();
  229. public abstract void Dispose();
  230. public abstract Dictionary<uint, float> GetTopColliders();
  231. public abstract bool IsThreaded { get; }
  232. /// <summary>
  233. /// True if the physics plugin supports raycasting against the physics scene
  234. /// </summary>
  235. public virtual bool SupportsRayCast()
  236. {
  237. return false;
  238. }
  239. public virtual bool SupportsCombining()
  240. {
  241. return false;
  242. }
  243. public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
  244. public virtual void UnCombine(PhysicsScene pScene) {}
  245. /// <summary>
  246. /// Queue a raycast against the physics scene.
  247. /// The provided callback method will be called when the raycast is complete
  248. ///
  249. /// Many physics engines don't support collision testing at the same time as
  250. /// manipulating the physics scene, so we queue the request up and callback
  251. /// a custom method when the raycast is complete.
  252. /// This allows physics engines that give an immediate result to callback immediately
  253. /// and ones that don't, to callback when it gets a result back.
  254. ///
  255. /// ODE for example will not allow you to change the scene while collision testing or
  256. /// it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene.
  257. ///
  258. /// This is named RayCastWorld to not conflict with modrex's Raycast method.
  259. /// </summary>
  260. /// <param name="position">Origin of the ray</param>
  261. /// <param name="direction">Direction of the ray</param>
  262. /// <param name="length">Length of ray in meters</param>
  263. /// <param name="retMethod">Method to call when the raycast is complete</param>
  264. public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
  265. {
  266. if (retMethod != null)
  267. retMethod(false, Vector3.Zero, 0, 999999999999f, Vector3.Zero);
  268. }
  269. public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
  270. {
  271. if (retMethod != null)
  272. retMethod(new List<ContactResult>());
  273. }
  274. public virtual List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
  275. {
  276. return new List<ContactResult>();
  277. }
  278. public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
  279. {
  280. return null;
  281. }
  282. public virtual bool SupportsRaycastWorldFiltered()
  283. {
  284. return false;
  285. }
  286. // Extendable interface for new, physics engine specific operations
  287. public virtual object Extension(string pFunct, params object[] pParams)
  288. {
  289. // A NOP if the extension thing is not implemented by the physics engine
  290. return null;
  291. }
  292. }
  293. }