PhysicsActor.cs 15 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 OpenSim.Framework;
  30. using OpenMetaverse;
  31. namespace OpenSim.Region.Physics.Manager
  32. {
  33. public delegate void PositionUpdate(Vector3 position);
  34. public delegate void VelocityUpdate(Vector3 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 enum PIDHoverType
  44. {
  45. Ground
  46. , GroundAndWater
  47. , Water
  48. , Absolute
  49. }
  50. public struct ContactPoint
  51. {
  52. public Vector3 Position;
  53. public Vector3 SurfaceNormal;
  54. public float PenetrationDepth;
  55. public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
  56. {
  57. Position = position;
  58. SurfaceNormal = surfaceNormal;
  59. PenetrationDepth = penetrationDepth;
  60. }
  61. }
  62. public class CollisionEventUpdate : EventArgs
  63. {
  64. // Raising the event on the object, so don't need to provide location.. further up the tree knows that info.
  65. public int m_colliderType;
  66. public int m_GenericStartEnd;
  67. //public uint m_LocalID;
  68. public Dictionary<uint, ContactPoint> m_objCollisionList = new Dictionary<uint, ContactPoint>();
  69. public CollisionEventUpdate(uint localID, int colliderType, int GenericStartEnd, Dictionary<uint, ContactPoint> objCollisionList)
  70. {
  71. m_colliderType = colliderType;
  72. m_GenericStartEnd = GenericStartEnd;
  73. m_objCollisionList = objCollisionList;
  74. }
  75. public CollisionEventUpdate()
  76. {
  77. m_colliderType = (int) ActorTypes.Unknown;
  78. m_GenericStartEnd = 1;
  79. m_objCollisionList = new Dictionary<uint, ContactPoint>();
  80. }
  81. public int collidertype
  82. {
  83. get { return m_colliderType; }
  84. set { m_colliderType = value; }
  85. }
  86. public int GenericStartEnd
  87. {
  88. get { return m_GenericStartEnd; }
  89. set { m_GenericStartEnd = value; }
  90. }
  91. public void addCollider(uint localID, ContactPoint contact)
  92. {
  93. if (!m_objCollisionList.ContainsKey(localID))
  94. {
  95. m_objCollisionList.Add(localID, contact);
  96. }
  97. else
  98. {
  99. if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
  100. m_objCollisionList[localID] = contact;
  101. }
  102. }
  103. }
  104. public abstract class PhysicsActor
  105. {
  106. public delegate void RequestTerseUpdate();
  107. public delegate void CollisionUpdate(EventArgs e);
  108. public delegate void OutOfBounds(Vector3 pos);
  109. // disable warning: public events
  110. #pragma warning disable 67
  111. public event PositionUpdate OnPositionUpdate;
  112. public event VelocityUpdate OnVelocityUpdate;
  113. public event OrientationUpdate OnOrientationUpdate;
  114. public event RequestTerseUpdate OnRequestTerseUpdate;
  115. public event CollisionUpdate OnCollisionUpdate;
  116. public event OutOfBounds OnOutOfBounds;
  117. #pragma warning restore 67
  118. public static PhysicsActor Null
  119. {
  120. get { return new NullPhysicsActor(); }
  121. }
  122. public abstract bool Stopped { get; }
  123. public abstract Vector3 Size { get; set; }
  124. public abstract PrimitiveBaseShape Shape { set; }
  125. public abstract uint LocalID { set; }
  126. public abstract bool Grabbed { set; }
  127. public abstract bool Selected { set; }
  128. public string SOPName;
  129. public string SOPDescription;
  130. public abstract void CrossingFailure();
  131. public abstract void link(PhysicsActor obj);
  132. public abstract void delink();
  133. public abstract void LockAngularMotion(Vector3 axis);
  134. public virtual void RequestPhysicsterseUpdate()
  135. {
  136. // Make a temporary copy of the event to avoid possibility of
  137. // a race condition if the last subscriber unsubscribes
  138. // immediately after the null check and before the event is raised.
  139. RequestTerseUpdate handler = OnRequestTerseUpdate;
  140. if (handler != null)
  141. {
  142. handler();
  143. }
  144. }
  145. public virtual void RaiseOutOfBounds(Vector3 pos)
  146. {
  147. // Make a temporary copy of the event to avoid possibility of
  148. // a race condition if the last subscriber unsubscribes
  149. // immediately after the null check and before the event is raised.
  150. OutOfBounds handler = OnOutOfBounds;
  151. if (handler != null)
  152. {
  153. handler(pos);
  154. }
  155. }
  156. public virtual void SendCollisionUpdate(EventArgs e)
  157. {
  158. CollisionUpdate handler = OnCollisionUpdate;
  159. if (handler != null)
  160. {
  161. handler(e);
  162. }
  163. }
  164. public virtual void SetMaterial (int material)
  165. {
  166. }
  167. public abstract Vector3 Position { get; set; }
  168. public abstract float Mass { get; }
  169. public abstract Vector3 Force { get; set; }
  170. public abstract int VehicleType { get; set; }
  171. public abstract void VehicleFloatParam(int param, float value);
  172. public abstract void VehicleVectorParam(int param, Vector3 value);
  173. public abstract void VehicleRotationParam(int param, Quaternion rotation);
  174. public abstract void VehicleFlags(int param, bool remove);
  175. public abstract void SetVolumeDetect(int param); // Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
  176. public abstract Vector3 GeometricCenter { get; }
  177. public abstract Vector3 CenterOfMass { get; }
  178. public abstract Vector3 Velocity { get; set; }
  179. public abstract Vector3 Torque { get; set; }
  180. public abstract float CollisionScore { get; set;}
  181. public abstract Vector3 Acceleration { get; }
  182. public abstract Quaternion Orientation { get; set; }
  183. public abstract int PhysicsActorType { get; set; }
  184. public abstract bool IsPhysical { get; set; }
  185. public abstract bool Flying { get; set; }
  186. public abstract bool SetAlwaysRun { get; set; }
  187. public abstract bool ThrottleUpdates { get; set; }
  188. public abstract bool IsColliding { get; set; }
  189. public abstract bool CollidingGround { get; set; }
  190. public abstract bool CollidingObj { get; set; }
  191. public abstract bool FloatOnWater { set; }
  192. public abstract Vector3 RotationalVelocity { get; set; }
  193. public abstract bool Kinematic { get; set; }
  194. public abstract float Buoyancy { get; set; }
  195. // Used for MoveTo
  196. public abstract Vector3 PIDTarget { set; }
  197. public abstract bool PIDActive { set;}
  198. public abstract float PIDTau { set; }
  199. // Used for llSetHoverHeight and maybe vehicle height
  200. // Hover Height will override MoveTo target's Z
  201. public abstract bool PIDHoverActive { set;}
  202. public abstract float PIDHoverHeight { set;}
  203. public abstract PIDHoverType PIDHoverType { set;}
  204. public abstract float PIDHoverTau { set;}
  205. // For RotLookAt
  206. public abstract Quaternion APIDTarget { set;}
  207. public abstract bool APIDActive { set;}
  208. public abstract float APIDStrength { set;}
  209. public abstract float APIDDamping { set;}
  210. public abstract void AddForce(Vector3 force, bool pushforce);
  211. public abstract void AddAngularForce(Vector3 force, bool pushforce);
  212. public abstract void SetMomentum(Vector3 momentum);
  213. public abstract void SubscribeEvents(int ms);
  214. public abstract void UnSubscribeEvents();
  215. public abstract bool SubscribedEvents();
  216. }
  217. public class NullPhysicsActor : PhysicsActor
  218. {
  219. public override bool Stopped
  220. {
  221. get{ return false; }
  222. }
  223. public override Vector3 Position
  224. {
  225. get { return Vector3.Zero; }
  226. set { return; }
  227. }
  228. public override bool SetAlwaysRun
  229. {
  230. get { return false; }
  231. set { return; }
  232. }
  233. public override uint LocalID
  234. {
  235. set { return; }
  236. }
  237. public override bool Grabbed
  238. {
  239. set { return; }
  240. }
  241. public override bool Selected
  242. {
  243. set { return; }
  244. }
  245. public override float Buoyancy
  246. {
  247. get { return 0f; }
  248. set { return; }
  249. }
  250. public override bool FloatOnWater
  251. {
  252. set { return; }
  253. }
  254. public override bool CollidingGround
  255. {
  256. get { return false; }
  257. set { return; }
  258. }
  259. public override bool CollidingObj
  260. {
  261. get { return false; }
  262. set { return; }
  263. }
  264. public override Vector3 Size
  265. {
  266. get { return Vector3.Zero; }
  267. set { return; }
  268. }
  269. public override float Mass
  270. {
  271. get { return 0f; }
  272. }
  273. public override Vector3 Force
  274. {
  275. get { return Vector3.Zero; }
  276. set { return; }
  277. }
  278. public override int VehicleType
  279. {
  280. get { return 0; }
  281. set { return; }
  282. }
  283. public override void VehicleFloatParam(int param, float value)
  284. {
  285. }
  286. public override void VehicleVectorParam(int param, Vector3 value)
  287. {
  288. }
  289. public override void VehicleRotationParam(int param, Quaternion rotation)
  290. {
  291. }
  292. public override void VehicleFlags(int param, bool remove)
  293. {
  294. }
  295. public override void SetVolumeDetect(int param)
  296. {
  297. }
  298. public override void SetMaterial(int material)
  299. {
  300. }
  301. public override Vector3 CenterOfMass
  302. {
  303. get { return Vector3.Zero; }
  304. }
  305. public override Vector3 GeometricCenter
  306. {
  307. get { return Vector3.Zero; }
  308. }
  309. public override PrimitiveBaseShape Shape
  310. {
  311. set { return; }
  312. }
  313. public override Vector3 Velocity
  314. {
  315. get { return Vector3.Zero; }
  316. set { return; }
  317. }
  318. public override Vector3 Torque
  319. {
  320. get { return Vector3.Zero; }
  321. set { return; }
  322. }
  323. public override float CollisionScore
  324. {
  325. get { return 0f; }
  326. set { }
  327. }
  328. public override void CrossingFailure()
  329. {
  330. }
  331. public override Quaternion Orientation
  332. {
  333. get { return Quaternion.Identity; }
  334. set { }
  335. }
  336. public override Vector3 Acceleration
  337. {
  338. get { return Vector3.Zero; }
  339. }
  340. public override bool IsPhysical
  341. {
  342. get { return false; }
  343. set { return; }
  344. }
  345. public override bool Flying
  346. {
  347. get { return false; }
  348. set { return; }
  349. }
  350. public override bool ThrottleUpdates
  351. {
  352. get { return false; }
  353. set { return; }
  354. }
  355. public override bool IsColliding
  356. {
  357. get { return false; }
  358. set { return; }
  359. }
  360. public override int PhysicsActorType
  361. {
  362. get { return (int) ActorTypes.Unknown; }
  363. set { return; }
  364. }
  365. public override bool Kinematic
  366. {
  367. get { return true; }
  368. set { return; }
  369. }
  370. public override void link(PhysicsActor obj)
  371. {
  372. }
  373. public override void delink()
  374. {
  375. }
  376. public override void LockAngularMotion(Vector3 axis)
  377. {
  378. }
  379. public override void AddForce(Vector3 force, bool pushforce)
  380. {
  381. }
  382. public override void AddAngularForce(Vector3 force, bool pushforce)
  383. {
  384. }
  385. public override Vector3 RotationalVelocity
  386. {
  387. get { return Vector3.Zero; }
  388. set { return; }
  389. }
  390. public override Vector3 PIDTarget { set { return; } }
  391. public override bool PIDActive { set { return; } }
  392. public override float PIDTau { set { return; } }
  393. public override float PIDHoverHeight { set { return; } }
  394. public override bool PIDHoverActive { set { return; } }
  395. public override PIDHoverType PIDHoverType { set { return; } }
  396. public override float PIDHoverTau { set { return; } }
  397. public override Quaternion APIDTarget { set { return; } }
  398. public override bool APIDActive { set { return; } }
  399. public override float APIDStrength { set { return; } }
  400. public override float APIDDamping { set { return; } }
  401. public override void SetMomentum(Vector3 momentum)
  402. {
  403. }
  404. public override void SubscribeEvents(int ms)
  405. {
  406. }
  407. public override void UnSubscribeEvents()
  408. {
  409. }
  410. public override bool SubscribedEvents()
  411. {
  412. return false;
  413. }
  414. }
  415. }