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PhysicsScene.cs 6.6 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.Collections.Generic;
  28. using System.Reflection;
  29. using Axiom.Math;
  30. using log4net;
  31. using Nini.Config;
  32. using OpenSim.Framework;
  33. namespace OpenSim.Region.Physics.Manager
  34. {
  35. public delegate void physicsCrash();
  36. public abstract class PhysicsScene
  37. {
  38. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  39. // The only thing that should register for this event is the InnerScene
  40. // Anything else could cause problems.
  41. public event physicsCrash OnPhysicsCrash;
  42. public static PhysicsScene Null
  43. {
  44. get { return new NullPhysicsScene(); }
  45. }
  46. public virtual void TriggerPhysicsBasedRestart()
  47. {
  48. physicsCrash handler = OnPhysicsCrash;
  49. if (handler != null)
  50. {
  51. OnPhysicsCrash();
  52. }
  53. }
  54. public abstract void Initialise(IMesher meshmerizer, IConfigSource config);
  55. public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size);
  56. public abstract void RemoveAvatar(PhysicsActor actor);
  57. public abstract void RemovePrim(PhysicsActor prim);
  58. public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  59. PhysicsVector size, Quaternion rotation); //To be removed
  60. public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  61. PhysicsVector size, Quaternion rotation, bool isPhysical);
  62. public abstract void AddPhysicsActorTaint(PhysicsActor prim);
  63. public abstract float Simulate(float timeStep);
  64. public abstract void GetResults();
  65. public abstract void SetTerrain(float[] heightMap);
  66. public abstract void SetWaterLevel(float baseheight);
  67. public abstract void DeleteTerrain();
  68. public abstract void Dispose();
  69. public abstract Dictionary<uint, float> GetTopColliders();
  70. public abstract bool IsThreaded { get; }
  71. private class NullPhysicsScene : PhysicsScene
  72. {
  73. private static int m_workIndicator;
  74. public override void Initialise(IMesher meshmerizer, IConfigSource config)
  75. {
  76. // Does nothing right now
  77. }
  78. public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
  79. {
  80. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
  81. return PhysicsActor.Null;
  82. }
  83. public override void RemoveAvatar(PhysicsActor actor)
  84. {
  85. }
  86. public override void RemovePrim(PhysicsActor prim)
  87. {
  88. }
  89. public override void SetWaterLevel(float baseheight)
  90. {
  91. }
  92. /*
  93. public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
  94. {
  95. m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
  96. return PhysicsActor.Null;
  97. }
  98. */
  99. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  100. PhysicsVector size, Quaternion rotation) //To be removed
  101. {
  102. return AddPrimShape(primName, pbs, position, size, rotation, false);
  103. }
  104. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  105. PhysicsVector size, Quaternion rotation, bool isPhysical)
  106. {
  107. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
  108. return PhysicsActor.Null;
  109. }
  110. public override void AddPhysicsActorTaint(PhysicsActor prim)
  111. {
  112. }
  113. public override float Simulate(float timeStep)
  114. {
  115. m_workIndicator = (m_workIndicator + 1) % 10;
  116. return 0f;
  117. }
  118. public override void GetResults()
  119. {
  120. m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
  121. }
  122. public override void SetTerrain(float[] heightMap)
  123. {
  124. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
  125. }
  126. public override void DeleteTerrain()
  127. {
  128. }
  129. public override bool IsThreaded
  130. {
  131. get { return false; }
  132. }
  133. public override void Dispose()
  134. {
  135. }
  136. public override Dictionary<uint,float> GetTopColliders()
  137. {
  138. Dictionary<uint, float> returncolliders = new Dictionary<uint, float>();
  139. return returncolliders;
  140. }
  141. }
  142. }
  143. }