PhysicsActor.cs 12 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 OpenSim 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 Axiom.Math;
  30. using OpenSim.Framework;
  31. namespace OpenSim.Region.Physics.Manager
  32. {
  33. public delegate void PositionUpdate(PhysicsVector position);
  34. public delegate void VelocityUpdate(PhysicsVector velocity);
  35. public delegate void OrientationUpdate(Quaternion orientation);
  36. public enum ActorTypes : int
  37. {
  38. Unknown = 0,
  39. Agent = 1,
  40. Prim = 2,
  41. Ground = 3
  42. }
  43. public class CollisionEventUpdate : EventArgs
  44. {
  45. // Raising the event on the object, so don't need to provide location.. further up the tree knows that info.
  46. public int m_colliderType;
  47. public int m_GenericStartEnd;
  48. //public uint m_LocalID;
  49. public Dictionary<uint,float> m_objCollisionList = new Dictionary<uint,float>();
  50. public CollisionEventUpdate(uint localID, int colliderType, int GenericStartEnd, Dictionary<uint, float> objCollisionList)
  51. {
  52. m_colliderType = colliderType;
  53. m_GenericStartEnd = GenericStartEnd;
  54. m_objCollisionList = objCollisionList;
  55. }
  56. public CollisionEventUpdate()
  57. {
  58. m_colliderType = (int) ActorTypes.Unknown;
  59. m_GenericStartEnd = 1;
  60. // m_objCollisionList = null;
  61. m_objCollisionList = new Dictionary<uint, float>();
  62. }
  63. public int collidertype
  64. {
  65. get { return m_colliderType; }
  66. set { m_colliderType = value; }
  67. }
  68. public int GenericStartEnd
  69. {
  70. get { return m_GenericStartEnd; }
  71. set { m_GenericStartEnd = value; }
  72. }
  73. public void addCollider(uint localID, float depth)
  74. {
  75. if (!m_objCollisionList.ContainsKey(localID))
  76. {
  77. m_objCollisionList.Add(localID, depth);
  78. }
  79. else
  80. {
  81. if (m_objCollisionList[localID] < depth)
  82. m_objCollisionList[localID] = depth;
  83. }
  84. }
  85. }
  86. public abstract class PhysicsActor
  87. {
  88. public delegate void RequestTerseUpdate();
  89. public delegate void CollisionUpdate(EventArgs e);
  90. public delegate void OutOfBounds(PhysicsVector pos);
  91. // disable warning: public events
  92. #pragma warning disable 67
  93. public event PositionUpdate OnPositionUpdate;
  94. public event VelocityUpdate OnVelocityUpdate;
  95. public event OrientationUpdate OnOrientationUpdate;
  96. public event RequestTerseUpdate OnRequestTerseUpdate;
  97. public event CollisionUpdate OnCollisionUpdate;
  98. public event OutOfBounds OnOutOfBounds;
  99. #pragma warning restore 67
  100. public static PhysicsActor Null
  101. {
  102. get { return new NullPhysicsActor(); }
  103. }
  104. public abstract bool Stopped { get; }
  105. public abstract PhysicsVector Size { get; set; }
  106. public abstract PrimitiveBaseShape Shape { set; }
  107. public abstract uint LocalID { set; }
  108. public abstract bool Grabbed { set; }
  109. public abstract bool Selected { set; }
  110. public abstract void CrossingFailure();
  111. public abstract void link(PhysicsActor obj);
  112. public abstract void delink();
  113. public abstract void LockAngularMotion(PhysicsVector axis);
  114. public virtual void RequestPhysicsterseUpdate()
  115. {
  116. // Make a temporary copy of the event to avoid possibility of
  117. // a race condition if the last subscriber unsubscribes
  118. // immediately after the null check and before the event is raised.
  119. RequestTerseUpdate handler = OnRequestTerseUpdate;
  120. if (handler != null)
  121. {
  122. handler();
  123. }
  124. }
  125. public virtual void RaiseOutOfBounds(PhysicsVector pos)
  126. {
  127. // Make a temporary copy of the event to avoid possibility of
  128. // a race condition if the last subscriber unsubscribes
  129. // immediately after the null check and before the event is raised.
  130. OutOfBounds handler = OnOutOfBounds;
  131. if (handler != null)
  132. {
  133. handler(pos);
  134. }
  135. }
  136. public virtual void SendCollisionUpdate(EventArgs e)
  137. {
  138. CollisionUpdate handler = OnCollisionUpdate;
  139. if (handler != null)
  140. {
  141. handler(e);
  142. }
  143. }
  144. public abstract PhysicsVector Position { get; set; }
  145. public abstract float Mass { get; }
  146. public abstract PhysicsVector Force { get; }
  147. public abstract PhysicsVector GeometricCenter { get; }
  148. public abstract PhysicsVector CenterOfMass { get; }
  149. public abstract PhysicsVector Velocity { get; set; }
  150. public abstract float CollisionScore { get; set;}
  151. public abstract PhysicsVector Acceleration { get; }
  152. public abstract Quaternion Orientation { get; set; }
  153. public abstract int PhysicsActorType { get; set; }
  154. public abstract bool IsPhysical { get; set; }
  155. public abstract bool Flying { get; set; }
  156. public abstract bool SetAlwaysRun { get; set; }
  157. public abstract bool ThrottleUpdates { get; set; }
  158. public abstract bool IsColliding { get; set; }
  159. public abstract bool CollidingGround { get; set; }
  160. public abstract bool CollidingObj { get; set; }
  161. public abstract bool FloatOnWater { set; }
  162. public abstract PhysicsVector RotationalVelocity { get; set; }
  163. public abstract bool Kinematic { get; set; }
  164. public abstract float Buoyancy { get; set; }
  165. public abstract PhysicsVector PIDTarget { set;}
  166. public abstract bool PIDActive { set;}
  167. public abstract float PIDTau { set; }
  168. public abstract void AddForce(PhysicsVector force, bool pushforce);
  169. public abstract void SetMomentum(PhysicsVector momentum);
  170. public abstract void SubscribeEvents(int ms);
  171. public abstract void UnSubscribeEvents();
  172. public abstract bool SubscribedEvents();
  173. }
  174. public class NullPhysicsActor : PhysicsActor
  175. {
  176. public override bool Stopped
  177. {
  178. get{ return false; }
  179. }
  180. public override PhysicsVector Position
  181. {
  182. get { return PhysicsVector.Zero; }
  183. set { return; }
  184. }
  185. public override bool SetAlwaysRun
  186. {
  187. get { return false; }
  188. set { return; }
  189. }
  190. public override uint LocalID
  191. {
  192. set { return; }
  193. }
  194. public override bool Grabbed
  195. {
  196. set { return; }
  197. }
  198. public override bool Selected
  199. {
  200. set { return; }
  201. }
  202. public override float Buoyancy
  203. {
  204. get { return 0f; }
  205. set { return; }
  206. }
  207. public override bool FloatOnWater
  208. {
  209. set { return; }
  210. }
  211. public override bool CollidingGround
  212. {
  213. get { return false; }
  214. set { return; }
  215. }
  216. public override bool CollidingObj
  217. {
  218. get { return false; }
  219. set { return; }
  220. }
  221. public override PhysicsVector Size
  222. {
  223. get { return PhysicsVector.Zero; }
  224. set { return; }
  225. }
  226. public override float Mass
  227. {
  228. get { return 0f; }
  229. }
  230. public override PhysicsVector Force
  231. {
  232. get { return PhysicsVector.Zero; }
  233. }
  234. public override PhysicsVector CenterOfMass
  235. {
  236. get { return PhysicsVector.Zero; }
  237. }
  238. public override PhysicsVector GeometricCenter
  239. {
  240. get { return PhysicsVector.Zero; }
  241. }
  242. public override PrimitiveBaseShape Shape
  243. {
  244. set { return; }
  245. }
  246. public override PhysicsVector Velocity
  247. {
  248. get { return PhysicsVector.Zero; }
  249. set { return; }
  250. }
  251. public override float CollisionScore
  252. {
  253. get { return 0f; }
  254. set { }
  255. }
  256. public override void CrossingFailure()
  257. {
  258. }
  259. public override Quaternion Orientation
  260. {
  261. get { return Quaternion.Identity; }
  262. set { }
  263. }
  264. public override PhysicsVector Acceleration
  265. {
  266. get { return PhysicsVector.Zero; }
  267. }
  268. public override bool IsPhysical
  269. {
  270. get { return false; }
  271. set { return; }
  272. }
  273. public override bool Flying
  274. {
  275. get { return false; }
  276. set { return; }
  277. }
  278. public override bool ThrottleUpdates
  279. {
  280. get { return false; }
  281. set { return; }
  282. }
  283. public override bool IsColliding
  284. {
  285. get { return false; }
  286. set { return; }
  287. }
  288. public override int PhysicsActorType
  289. {
  290. get { return (int) ActorTypes.Unknown; }
  291. set { return; }
  292. }
  293. public override bool Kinematic
  294. {
  295. get { return true; }
  296. set { return; }
  297. }
  298. public override void link(PhysicsActor obj)
  299. {
  300. }
  301. public override void delink()
  302. {
  303. }
  304. public override void LockAngularMotion(PhysicsVector axis)
  305. {
  306. }
  307. public override void AddForce(PhysicsVector force, bool pushforce)
  308. {
  309. }
  310. public override PhysicsVector RotationalVelocity
  311. {
  312. get { return PhysicsVector.Zero; }
  313. set { return; }
  314. }
  315. public override PhysicsVector PIDTarget { set { return; } }
  316. public override bool PIDActive { set { return; } }
  317. public override float PIDTau { set { return; } }
  318. public override void SetMomentum(PhysicsVector momentum)
  319. {
  320. }
  321. public override void SubscribeEvents(int ms)
  322. {
  323. }
  324. public override void UnSubscribeEvents()
  325. {
  326. }
  327. public override bool SubscribedEvents()
  328. {
  329. return false;
  330. }
  331. }
  332. }