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.Physics.Manager
  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 Name { 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. public virtual void TriggerPhysicsBasedRestart()
  100. {
  101. physicsCrash handler = OnPhysicsCrash;
  102. if (handler != null)
  103. {
  104. OnPhysicsCrash();
  105. }
  106. }
  107. // Deprecated. Do not use this for new physics engines.
  108. public abstract void Initialise(IMesher meshmerizer, IConfigSource config);
  109. // For older physics engines that do not implement non-legacy region sizes.
  110. // If the physics engine handles the region extent feature, it overrides this function.
  111. public virtual void Initialise(IMesher meshmerizer, IConfigSource config, Vector3 regionExtent)
  112. {
  113. // If not overridden, call the old initialization entry.
  114. Initialise(meshmerizer, config);
  115. }
  116. /// <summary>
  117. /// Add an avatar
  118. /// </summary>
  119. /// <param name="avName"></param>
  120. /// <param name="position"></param>
  121. /// <param name="size"></param>
  122. /// <param name="isFlying"></param>
  123. /// <returns></returns>
  124. public abstract PhysicsActor AddAvatar(string avName, Vector3 position, Vector3 size, bool isFlying);
  125. /// <summary>
  126. /// Add an avatar
  127. /// </summary>
  128. /// <param name="localID"></param>
  129. /// <param name="avName"></param>
  130. /// <param name="position"></param>
  131. /// <param name="size"></param>
  132. /// <param name="isFlying"></param>
  133. /// <returns></returns>
  134. public virtual PhysicsActor AddAvatar(uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
  135. {
  136. PhysicsActor ret = AddAvatar(avName, position, size, isFlying);
  137. if (ret != null) ret.LocalID = localID;
  138. return ret;
  139. }
  140. /// <summary>
  141. /// Remove an avatar.
  142. /// </summary>
  143. /// <param name="actor"></param>
  144. public abstract void RemoveAvatar(PhysicsActor actor);
  145. /// <summary>
  146. /// Remove a prim.
  147. /// </summary>
  148. /// <param name="prim"></param>
  149. public abstract void RemovePrim(PhysicsActor prim);
  150. public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  151. Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
  152. public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
  153. Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
  154. {
  155. return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
  156. }
  157. public virtual float TimeDilation
  158. {
  159. get { return 1.0f; }
  160. }
  161. public virtual bool SupportsNINJAJoints
  162. {
  163. get { return false; }
  164. }
  165. public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
  166. Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
  167. { return null; }
  168. public virtual void RequestJointDeletion(string objectNameInScene)
  169. { return; }
  170. public virtual void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
  171. { return; }
  172. public virtual void DumpJointInfo()
  173. { return; }
  174. public event JointMoved OnJointMoved;
  175. protected virtual void DoJointMoved(PhysicsJoint joint)
  176. {
  177. // We need this to allow subclasses (but not other classes) to invoke the event; C# does
  178. // not allow subclasses to invoke the parent class event.
  179. if (OnJointMoved != null)
  180. {
  181. OnJointMoved(joint);
  182. }
  183. }
  184. public event JointDeactivated OnJointDeactivated;
  185. protected virtual void DoJointDeactivated(PhysicsJoint joint)
  186. {
  187. // We need this to allow subclasses (but not other classes) to invoke the event; C# does
  188. // not allow subclasses to invoke the parent class event.
  189. if (OnJointDeactivated != null)
  190. {
  191. OnJointDeactivated(joint);
  192. }
  193. }
  194. public event JointErrorMessage OnJointErrorMessage;
  195. protected virtual void DoJointErrorMessage(PhysicsJoint joint, string message)
  196. {
  197. // We need this to allow subclasses (but not other classes) to invoke the event; C# does
  198. // not allow subclasses to invoke the parent class event.
  199. if (OnJointErrorMessage != null)
  200. {
  201. OnJointErrorMessage(joint, message);
  202. }
  203. }
  204. public virtual Vector3 GetJointAnchor(PhysicsJoint joint)
  205. { return Vector3.Zero; }
  206. public virtual Vector3 GetJointAxis(PhysicsJoint joint)
  207. { return Vector3.Zero; }
  208. public abstract void AddPhysicsActorTaint(PhysicsActor prim);
  209. /// <summary>
  210. /// Perform a simulation of the current physics scene over the given timestep.
  211. /// </summary>
  212. /// <param name="timeStep"></param>
  213. /// <returns>The number of frames simulated over that period.</returns>
  214. public abstract float Simulate(float timeStep);
  215. /// <summary>
  216. /// Get statistics about this scene.
  217. /// </summary>
  218. /// <remarks>This facility is currently experimental and subject to change.</remarks>
  219. /// <returns>
  220. /// A dictionary where the key is the statistic name. If no statistics are supplied then returns null.
  221. /// </returns>
  222. public virtual Dictionary<string, float> GetStats() { return null; }
  223. public abstract void GetResults();
  224. public abstract void SetTerrain(float[] heightMap);
  225. public abstract void SetWaterLevel(float baseheight);
  226. public abstract void DeleteTerrain();
  227. public abstract void Dispose();
  228. public abstract Dictionary<uint, float> GetTopColliders();
  229. public abstract bool IsThreaded { get; }
  230. /// <summary>
  231. /// True if the physics plugin supports raycasting against the physics scene
  232. /// </summary>
  233. public virtual bool SupportsRayCast()
  234. {
  235. return false;
  236. }
  237. public virtual bool SupportsCombining()
  238. {
  239. return false;
  240. }
  241. public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
  242. public virtual void UnCombine(PhysicsScene pScene) {}
  243. /// <summary>
  244. /// Queue a raycast against the physics scene.
  245. /// The provided callback method will be called when the raycast is complete
  246. ///
  247. /// Many physics engines don't support collision testing at the same time as
  248. /// manipulating the physics scene, so we queue the request up and callback
  249. /// a custom method when the raycast is complete.
  250. /// This allows physics engines that give an immediate result to callback immediately
  251. /// and ones that don't, to callback when it gets a result back.
  252. ///
  253. /// ODE for example will not allow you to change the scene while collision testing or
  254. /// it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene.
  255. ///
  256. /// This is named RayCastWorld to not conflict with modrex's Raycast method.
  257. /// </summary>
  258. /// <param name="position">Origin of the ray</param>
  259. /// <param name="direction">Direction of the ray</param>
  260. /// <param name="length">Length of ray in meters</param>
  261. /// <param name="retMethod">Method to call when the raycast is complete</param>
  262. public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
  263. {
  264. if (retMethod != null)
  265. retMethod(false, Vector3.Zero, 0, 999999999999f, Vector3.Zero);
  266. }
  267. public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
  268. {
  269. if (retMethod != null)
  270. retMethod(new List<ContactResult>());
  271. }
  272. public virtual List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
  273. {
  274. return new List<ContactResult>();
  275. }
  276. public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
  277. {
  278. return null;
  279. }
  280. public virtual bool SupportsRaycastWorldFiltered()
  281. {
  282. return false;
  283. }
  284. // Extendable interface for new, physics engine specific operations
  285. public virtual object Extension(string pFunct, params object[] pParams)
  286. {
  287. // A NOP if the extension thing is not implemented by the physics engine
  288. return null;
  289. }
  290. }
  291. }