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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using log4net;
- using Nini.Config;
- using OpenSim.Framework;
- using OpenMetaverse;
- namespace OpenSim.Region.PhysicsModules.SharedBase
- {
- public delegate void physicsCrash();
- public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal);
- public delegate void RayCallback(List<ContactResult> list);
- public delegate void JointMoved(PhysicsJoint joint);
- public delegate void JointDeactivated(PhysicsJoint joint);
- public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
- public enum RayFilterFlags : ushort
- {
- // the flags
- water = 0x01,
- land = 0x02,
- agent = 0x04,
- nonphysical = 0x08,
- physical = 0x10,
- phantom = 0x20,
- volumedtc = 0x40,
- // ray cast colision control (may only work for meshs)
- ContactsUnImportant = 0x2000,
- BackFaceCull = 0x4000,
- ClosestHit = 0x8000,
- // some combinations
- LSLPhantom = phantom | volumedtc,
- PrimsNonPhantom = nonphysical | physical,
- PrimsNonPhantomAgents = nonphysical | physical | agent,
- AllPrims = nonphysical | phantom | volumedtc | physical,
- AllButLand = agent | nonphysical | physical | phantom | volumedtc,
- ClosestAndBackCull = ClosestHit | BackFaceCull,
- All = 0x3f
- }
- public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
- public delegate void AssetReceivedDelegate(AssetBase asset);
- /// <summary>
- /// Contact result from a raycast.
- /// </summary>
- public struct ContactResult
- {
- public Vector3 Pos;
- public float Depth;
- public uint ConsumerID;
- public Vector3 Normal;
- }
- public abstract class PhysicsScene
- {
- // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// A unique identifying string for this instance of the physics engine.
- /// Useful in debug messages to distinguish one OdeScene instance from another.
- /// Usually set to include the region name that the physics engine is acting for.
- /// </summary>
- public string PhysicsSceneName { get; protected set; }
- /// <summary>
- /// A string identifying the family of this physics engine. Most common values returned
- /// are "OpenDynamicsEngine" and "BulletSim" but others are possible.
- /// </summary>
- public string EngineType { get; protected set; }
- // The only thing that should register for this event is the SceneGraph
- // Anything else could cause problems.
- public event physicsCrash OnPhysicsCrash;
- public static PhysicsScene Null
- {
- get { return new NullPhysicsScene(); }
- }
- public RequestAssetDelegate RequestAssetMethod { get; set; }
- protected void Initialise(RequestAssetDelegate m, float[] terrain, float waterHeight)
- {
- RequestAssetMethod = m;
- SetTerrain(terrain);
- SetWaterLevel(waterHeight);
- }
- public virtual void TriggerPhysicsBasedRestart()
- {
- physicsCrash handler = OnPhysicsCrash;
- if (handler != null)
- {
- OnPhysicsCrash();
- }
- }
- /// <summary>
- /// Add an avatar
- /// </summary>
- /// <param name="avName"></param>
- /// <param name="position"></param>
- /// <param name="velocity"></param>
- /// <param name="size"></param>
- /// <param name="isFlying"></param>
- /// <returns></returns>
- public abstract PhysicsActor AddAvatar(
- string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying);
- /// <summary>
- /// Add an avatar
- /// </summary>
- /// <param name="localID"></param>
- /// <param name="avName"></param>
- /// <param name="position"></param>
- /// <param name="velocity"></param>
- /// <param name="size"></param>
- /// <param name="isFlying"></param>
- /// <returns></returns>
- public virtual PhysicsActor AddAvatar(
- uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
- {
- PhysicsActor ret = AddAvatar(avName, position, velocity, size, isFlying);
- if (ret != null)
- ret.LocalID = localID;
- return ret;
- }
- /// <summary>
- /// Remove an avatar.
- /// </summary>
- /// <param name="actor"></param>
- public abstract void RemoveAvatar(PhysicsActor actor);
- /// <summary>
- /// Remove a prim.
- /// </summary>
- /// <param name="prim"></param>
- public abstract void RemovePrim(PhysicsActor prim);
- public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
- public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
- Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
- {
- return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
- }
- public virtual float TimeDilation
- {
- get { return 1.0f; }
- }
- public virtual bool SupportsNINJAJoints
- {
- get { return false; }
- }
- public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
- Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
- { return null; }
- public virtual void RequestJointDeletion(string objectNameInScene)
- { return; }
- public virtual void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
- { return; }
- public virtual void DumpJointInfo()
- { return; }
- public event JointMoved OnJointMoved;
- protected virtual void DoJointMoved(PhysicsJoint joint)
- {
- // We need this to allow subclasses (but not other classes) to invoke the event; C# does
- // not allow subclasses to invoke the parent class event.
- if (OnJointMoved != null)
- {
- OnJointMoved(joint);
- }
- }
- public event JointDeactivated OnJointDeactivated;
- protected virtual void DoJointDeactivated(PhysicsJoint joint)
- {
- // We need this to allow subclasses (but not other classes) to invoke the event; C# does
- // not allow subclasses to invoke the parent class event.
- if (OnJointDeactivated != null)
- {
- OnJointDeactivated(joint);
- }
- }
- public event JointErrorMessage OnJointErrorMessage;
- protected virtual void DoJointErrorMessage(PhysicsJoint joint, string message)
- {
- // We need this to allow subclasses (but not other classes) to invoke the event; C# does
- // not allow subclasses to invoke the parent class event.
- if (OnJointErrorMessage != null)
- {
- OnJointErrorMessage(joint, message);
- }
- }
- public virtual Vector3 GetJointAnchor(PhysicsJoint joint)
- { return Vector3.Zero; }
- public virtual Vector3 GetJointAxis(PhysicsJoint joint)
- { return Vector3.Zero; }
- public abstract void AddPhysicsActorTaint(PhysicsActor prim);
- /// <summary>
- /// Perform a simulation of the current physics scene over the given timestep.
- /// </summary>
- /// <param name="timeStep"></param>
- /// <returns>The number of frames simulated over that period.</returns>
- public abstract float Simulate(float timeStep);
- /// <summary>
- /// Get statistics about this scene.
- /// </summary>
- /// <remarks>This facility is currently experimental and subject to change.</remarks>
- /// <returns>
- /// A dictionary where the key is the statistic name. If no statistics are supplied then returns null.
- /// </returns>
- public virtual Dictionary<string, float> GetStats() { return null; }
- public abstract void GetResults();
- public abstract void SetTerrain(float[] heightMap);
- public abstract void SetWaterLevel(float baseheight);
- public abstract void DeleteTerrain();
- public abstract void Dispose();
- public abstract Dictionary<uint, float> GetTopColliders();
- public abstract bool IsThreaded { get; }
- /// <summary>
- /// True if the physics plugin supports raycasting against the physics scene
- /// </summary>
- public virtual bool SupportsRayCast()
- {
- return false;
- }
- public virtual bool SupportsCombining()
- {
- return false;
- }
- public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
- public virtual void UnCombine(PhysicsScene pScene) {}
- /// <summary>
- /// Queue a raycast against the physics scene.
- /// The provided callback method will be called when the raycast is complete
- ///
- /// Many physics engines don't support collision testing at the same time as
- /// manipulating the physics scene, so we queue the request up and callback
- /// a custom method when the raycast is complete.
- /// This allows physics engines that give an immediate result to callback immediately
- /// and ones that don't, to callback when it gets a result back.
- ///
- /// ODE for example will not allow you to change the scene while collision testing or
- /// it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene.
- ///
- /// This is named RayCastWorld to not conflict with modrex's Raycast method.
- /// </summary>
- /// <param name="position">Origin of the ray</param>
- /// <param name="direction">Direction of the ray</param>
- /// <param name="length">Length of ray in meters</param>
- /// <param name="retMethod">Method to call when the raycast is complete</param>
- public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
- {
- if (retMethod != null)
- retMethod(false, Vector3.Zero, 0, 999999999999f, Vector3.Zero);
- }
- public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
- {
- if (retMethod != null)
- retMethod(new List<ContactResult>());
- }
- public virtual List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
- {
- return new List<ContactResult>();
- }
- public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
- {
- return null;
- }
- public virtual bool SupportsRaycastWorldFiltered()
- {
- return false;
- }
- // Extendable interface for new, physics engine specific operations
- public virtual object Extension(string pFunct, params object[] pParams)
- {
- // A NOP if the extension thing is not implemented by the physics engine
- return null;
- }
- }
- }
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