PhysicsScene.cs 6.2 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.Reflection;
  28. using Axiom.Math;
  29. using log4net;
  30. using OpenSim.Framework;
  31. namespace OpenSim.Region.Physics.Manager
  32. {
  33. public delegate void physicsCrash();
  34. public abstract class PhysicsScene
  35. {
  36. private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  37. // The only thing that should register for this event is the InnerScene
  38. // Anything else could cause problems.
  39. public event physicsCrash OnPhysicsCrash;
  40. public static PhysicsScene Null
  41. {
  42. get { return new NullPhysicsScene(); }
  43. }
  44. public virtual void TriggerPhysicsBasedRestart()
  45. {
  46. physicsCrash handler = OnPhysicsCrash;
  47. if (handler != null)
  48. {
  49. OnPhysicsCrash();
  50. }
  51. }
  52. public abstract void Initialise(IMesher meshmerizer);
  53. public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size);
  54. public abstract void RemoveAvatar(PhysicsActor actor);
  55. public abstract void RemovePrim(PhysicsActor prim);
  56. public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  57. PhysicsVector size, Quaternion rotation); //To be removed
  58. public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  59. PhysicsVector size, Quaternion rotation, bool isPhysical);
  60. public abstract void AddPhysicsActorTaint(PhysicsActor prim);
  61. public abstract float Simulate(float timeStep);
  62. public abstract void GetResults();
  63. public abstract void SetTerrain(float[] heightMap);
  64. public abstract void SetWaterLevel(float baseheight);
  65. public abstract void DeleteTerrain();
  66. public abstract void Dispose();
  67. public abstract bool IsThreaded { get; }
  68. private class NullPhysicsScene : PhysicsScene
  69. {
  70. private static int m_workIndicator;
  71. public override void Initialise(IMesher meshmerizer)
  72. {
  73. // Does nothing right now
  74. }
  75. public override PhysicsActor AddAvatar(string avName, PhysicsVector position, PhysicsVector size)
  76. {
  77. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddAvatar({0})", position);
  78. return PhysicsActor.Null;
  79. }
  80. public override void RemoveAvatar(PhysicsActor actor)
  81. {
  82. }
  83. public override void RemovePrim(PhysicsActor prim)
  84. {
  85. }
  86. public override void SetWaterLevel(float baseheight)
  87. {
  88. }
  89. /*
  90. public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation)
  91. {
  92. m_log.InfoFormat("NullPhysicsScene : AddPrim({0},{1})", position, size);
  93. return PhysicsActor.Null;
  94. }
  95. */
  96. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  97. PhysicsVector size, Quaternion rotation) //To be removed
  98. {
  99. return AddPrimShape(primName, pbs, position, size, rotation, false);
  100. }
  101. public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position,
  102. PhysicsVector size, Quaternion rotation, bool isPhysical)
  103. {
  104. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : AddPrim({0},{1})", position, size);
  105. return PhysicsActor.Null;
  106. }
  107. public override void AddPhysicsActorTaint(PhysicsActor prim)
  108. {
  109. }
  110. public override float Simulate(float timeStep)
  111. {
  112. m_workIndicator = (m_workIndicator + 1) % 10;
  113. return 0f;
  114. }
  115. public override void GetResults()
  116. {
  117. m_log.Info("[PHYSICS]: NullPhysicsScene : GetResults()");
  118. }
  119. public override void SetTerrain(float[] heightMap)
  120. {
  121. m_log.InfoFormat("[PHYSICS]: NullPhysicsScene : SetTerrain({0} items)", heightMap.Length);
  122. }
  123. public override void DeleteTerrain()
  124. {
  125. }
  126. public override bool IsThreaded
  127. {
  128. get { return false; }
  129. }
  130. public override void Dispose()
  131. {
  132. }
  133. }
  134. }
  135. }