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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using log4net;
- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using OpenSim.Framework;
- using OpenMetaverse;
- namespace OpenSim.Region.PhysicsModules.SharedBase
- {
- public delegate void PositionUpdate(Vector3 position);
- public delegate void VelocityUpdate(Vector3 velocity);
- public delegate void OrientationUpdate(Quaternion orientation);
- public enum ActorTypes : int
- {
- Unknown = 0,
- Agent = 1,
- Prim = 2,
- Ground = 3,
- Water = 4
- }
- public enum PIDHoverType
- {
- Ground,
- GroundAndWater,
- Water,
- Absolute
- }
- public struct CameraData
- {
- public Quaternion CameraRotation;
- public Vector3 CameraAtAxis;
- public bool MouseLook;
- public bool Valid;
- }
- public struct ContactPoint
- {
- public Vector3 Position;
- public Vector3 SurfaceNormal;
- public float PenetrationDepth;
- public float RelativeSpeed;
- public bool CharacterFeet;
- public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
- {
- Position = position;
- SurfaceNormal = surfaceNormal;
- PenetrationDepth = penetrationDepth;
- RelativeSpeed = 0f; // for now let this one be set explicity
- CharacterFeet = true; // keep other plugins work as before
- }
- public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth, bool feet)
- {
- Position = position;
- SurfaceNormal = surfaceNormal;
- PenetrationDepth = penetrationDepth;
- RelativeSpeed = 0f; // for now let this one be set explicity
- CharacterFeet = feet; // keep other plugins work as before
- }
- }
- public struct ContactData
- {
- public float mu;
- public float bounce;
- public bool softcolide;
- public ContactData(float _mu, float _bounce, bool _softcolide)
- {
- mu = _mu;
- bounce = _bounce;
- softcolide = _softcolide;
- }
- }
- /// <summary>
- /// Used to pass collision information to OnCollisionUpdate listeners.
- /// </summary>
- public class CollisionEventUpdate : EventArgs
- {
- /// <summary>
- /// Number of collision events in this update.
- /// </summary>
- public int Count { get { return m_objCollisionList.Count; } }
- public bool CollisionsOnPreviousFrame { get; private set; }
- public Dictionary<uint, ContactPoint> m_objCollisionList;
- public CollisionEventUpdate(Dictionary<uint, ContactPoint> objCollisionList)
- {
- m_objCollisionList = objCollisionList;
- }
- public CollisionEventUpdate()
- {
- m_objCollisionList = new Dictionary<uint, ContactPoint>();
- }
- public void AddCollider(uint localID, ContactPoint contact)
- {
- if (!m_objCollisionList.ContainsKey(localID))
- {
- m_objCollisionList.Add(localID, contact);
- }
- else
- {
- float lastVel = m_objCollisionList[localID].RelativeSpeed;
- if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
- {
- if(Math.Abs(lastVel) > Math.Abs(contact.RelativeSpeed))
- contact.RelativeSpeed = lastVel;
- m_objCollisionList[localID] = contact;
- }
- else if(Math.Abs(lastVel) < Math.Abs(contact.RelativeSpeed))
- {
- ContactPoint tmp = m_objCollisionList[localID];
- tmp.RelativeSpeed = contact.RelativeSpeed;
- m_objCollisionList[localID] = tmp;
- }
- }
- }
- /// <summary>
- /// Clear added collision events.
- /// </summary>
- public void Clear()
- {
- m_objCollisionList.Clear();
- }
- }
- public abstract class PhysicsActor
- {
- // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- public delegate void RequestTerseUpdate();
- public delegate void CollisionUpdate(EventArgs e);
- public delegate void OutOfBounds(Vector3 pos);
- public delegate CameraData GetCameraData();
- // disable warning: public events
- #pragma warning disable 67
- public event PositionUpdate OnPositionUpdate;
- public event VelocityUpdate OnVelocityUpdate;
- public event OrientationUpdate OnOrientationUpdate;
- public event RequestTerseUpdate OnRequestTerseUpdate;
- public event GetCameraData OnPhysicsRequestingCameraData;
- /// <summary>
- /// Subscribers to this event must synchronously handle the dictionary of collisions received, since the event
- /// object is reused in subsequent physics frames.
- /// </summary>
- public event CollisionUpdate OnCollisionUpdate;
- public event OutOfBounds OnOutOfBounds;
- #pragma warning restore 67
- public CameraData TryGetCameraData()
- {
- GetCameraData handler = OnPhysicsRequestingCameraData;
- if (handler != null)
- {
- return handler();
- }
- return new CameraData { Valid = false };
- }
- public static PhysicsActor Null
- {
- get { return new NullPhysicsActor(); }
- }
- public virtual bool Building { get; set; }
- public virtual void getContactData(ref ContactData cdata)
- {
- cdata.mu = 0;
- cdata.bounce = 0;
- }
- public abstract bool Stopped { get; }
- public abstract Vector3 Size { get; set; }
- public virtual void setAvatarSize(Vector3 size, float feetOffset)
- {
- Size = size;
- }
- public virtual bool Phantom { get; set; }
- public virtual bool IsVolumeDtc
- {
- get { return false; }
- set { return; }
- }
- public virtual byte PhysicsShapeType { get; set; }
- public abstract PrimitiveBaseShape Shape { set; }
- uint m_baseLocalID;
- public virtual uint LocalID
- {
- set { m_baseLocalID = value; }
- get { return m_baseLocalID; }
- }
- public abstract bool Grabbed { set; }
- public abstract bool Selected { set; }
- /// <summary>
- /// Name of this actor.
- /// </summary>
- /// <remarks>
- /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
- /// water. This is not a problem due to the formatting of names given by prims and avatars.
- /// </remarks>
- public string Name { get; set; }
- /// <summary>
- /// This is being used by ODE joint code.
- /// </summary>
- public string SOPName;
- public virtual void CrossingStart() { }
- public abstract void CrossingFailure();
- public abstract void link(PhysicsActor obj);
- public abstract void delink();
- public abstract void LockAngularMotion(byte axislocks);
- public virtual void RequestPhysicsterseUpdate()
- {
- // Make a temporary copy of the event to avoid possibility of
- // a race condition if the last subscriber unsubscribes
- // immediately after the null check and before the event is raised.
- RequestTerseUpdate handler = OnRequestTerseUpdate;
- if (handler != null)
- {
- handler();
- }
- }
- public virtual void RaiseOutOfBounds(Vector3 pos)
- {
- // Make a temporary copy of the event to avoid possibility of
- // a race condition if the last subscriber unsubscribes
- // immediately after the null check and before the event is raised.
- OutOfBounds handler = OnOutOfBounds;
- if (handler != null)
- {
- handler(pos);
- }
- }
- public virtual void SendCollisionUpdate(EventArgs e)
- {
- CollisionUpdate handler = OnCollisionUpdate;
- // m_log.DebugFormat("[PHYSICS ACTOR]: Sending collision for {0}", LocalID);
- if (handler != null)
- handler(e);
- }
- public virtual void SetMaterial (int material) { }
- public virtual float Density { get; set; }
- public virtual float GravModifier { get; set; }
- public virtual float Friction { get; set; }
- public virtual float Restitution { get; set; }
- /// <summary>
- /// Position of this actor.
- /// </summary>
- /// <remarks>
- /// Setting this directly moves the actor to a given position.
- /// Getting this retrieves the position calculated by physics scene updates, using factors such as velocity and
- /// collisions.
- /// </remarks>
- public abstract Vector3 Position { get; set; }
- public abstract float Mass { get; }
- public abstract Vector3 Force { get; set; }
- public abstract int VehicleType { get; set; }
- public abstract void VehicleFloatParam(int param, float value);
- public abstract void VehicleVectorParam(int param, Vector3 value);
- public abstract void VehicleRotationParam(int param, Quaternion rotation);
- public abstract void VehicleFlags(int param, bool remove);
- // This is an overridable version of SetVehicle() that works for all physics engines.
- // This is VERY inefficient. It behoves any physics engine to override this and
- // implement a more efficient setting of all the vehicle parameters.
- public virtual void SetVehicle(object pvdata)
- {
- VehicleData vdata = (VehicleData)pvdata;
- // vehicleActor.ProcessSetVehicle((VehicleData)vdata);
- this.VehicleType = (int)vdata.m_type;
- this.VehicleFlags(-1, false); // clears all flags
- this.VehicleFlags((int)vdata.m_flags, false);
- // Linear properties
- this.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_DIRECTION, vdata.m_linearMotorDirection);
- this.VehicleVectorParam((int)Vehicle.LINEAR_FRICTION_TIMESCALE, vdata.m_linearFrictionTimescale);
- this.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, vdata.m_linearMotorDecayTimescale);
- this.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_TIMESCALE, vdata.m_linearMotorTimescale);
- this.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_OFFSET, vdata.m_linearMotorOffset);
- //Angular properties
- this.VehicleVectorParam((int)Vehicle.ANGULAR_MOTOR_DIRECTION, vdata.m_angularMotorDirection);
- this.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_TIMESCALE, vdata.m_angularMotorTimescale);
- this.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, vdata.m_angularMotorDecayTimescale);
- this.VehicleVectorParam((int)Vehicle.ANGULAR_FRICTION_TIMESCALE, vdata.m_angularFrictionTimescale);
- //Deflection properties
- this.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, vdata.m_angularDeflectionEfficiency);
- this.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_TIMESCALE, vdata.m_angularDeflectionTimescale);
- this.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_EFFICIENCY, vdata.m_linearDeflectionEfficiency);
- this.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_TIMESCALE, vdata.m_linearDeflectionTimescale);
- //Banking properties
- this.VehicleFloatParam((int)Vehicle.BANKING_EFFICIENCY, vdata.m_bankingEfficiency);
- this.VehicleFloatParam((int)Vehicle.BANKING_MIX, vdata.m_bankingMix);
- this.VehicleFloatParam((int)Vehicle.BANKING_TIMESCALE, vdata.m_bankingTimescale);
- //Hover and Buoyancy properties
- this.VehicleFloatParam((int)Vehicle.HOVER_HEIGHT, vdata.m_VhoverHeight);
- this.VehicleFloatParam((int)Vehicle.HOVER_EFFICIENCY, vdata.m_VhoverEfficiency);
- this.VehicleFloatParam((int)Vehicle.HOVER_TIMESCALE, vdata.m_VhoverTimescale);
- this.VehicleFloatParam((int)Vehicle.BUOYANCY, vdata.m_VehicleBuoyancy);
- //Attractor properties
- this.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, vdata.m_verticalAttractionEfficiency);
- this.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_TIMESCALE, vdata.m_verticalAttractionTimescale);
- this.VehicleRotationParam((int)Vehicle.REFERENCE_FRAME, vdata.m_referenceFrame);
- }
- /// <summary>
- /// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
- /// </summary>
- public abstract void SetVolumeDetect(int param);
- public abstract Vector3 GeometricCenter { get; }
- public abstract Vector3 CenterOfMass { get; }
- public virtual float PhysicsCost
- {
- get
- {
- return 0.1f;
- }
- }
- public virtual float StreamCost
- {
- get
- {
- return 1.0f;
- }
- }
- /// <summary>
- /// The desired velocity of this actor.
- /// </summary>
- /// <remarks>
- /// Setting this provides a target velocity for physics scene updates.
- /// Getting this returns the last set target. Fetch Velocity to get the current velocity.
- /// </remarks>
- protected Vector3 m_targetVelocity;
- public virtual Vector3 TargetVelocity
- {
- get { return m_targetVelocity; }
- set {
- m_targetVelocity = value;
- Velocity = m_targetVelocity;
- }
- }
- public abstract Vector3 Velocity { get; set; }
- public virtual Vector3 rootVelocity { get { return Vector3.Zero; } }
- public abstract Vector3 Torque { get; set; }
- public abstract float CollisionScore { get; set;}
- public abstract Vector3 Acceleration { get; set; }
- public abstract Quaternion Orientation { get; set; }
- public abstract int PhysicsActorType { get; set; }
- public abstract bool IsPhysical { get; set; }
- public abstract bool Flying { get; set; }
- public abstract bool SetAlwaysRun { get; set; }
- public abstract bool ThrottleUpdates { get; set; }
- public abstract bool IsColliding { get; set; }
- public abstract bool CollidingGround { get; set; }
- public abstract bool CollidingObj { get; set; }
- public abstract bool FloatOnWater { set; }
- public abstract Vector3 RotationalVelocity { get; set; }
- public abstract bool Kinematic { get; set; }
- public abstract float Buoyancy { get; set; }
- // Used for MoveTo
- public abstract Vector3 PIDTarget { set; }
- public abstract bool PIDActive { get; set; }
- public abstract float PIDTau { set; }
- // Used for llSetHoverHeight and maybe vehicle height
- // Hover Height will override MoveTo target's Z
- public abstract bool PIDHoverActive {get; set;}
- public abstract float PIDHoverHeight { set;}
- public abstract PIDHoverType PIDHoverType { set;}
- public abstract float PIDHoverTau { set;}
- // For RotLookAt
- public abstract Quaternion APIDTarget { set;}
- public abstract bool APIDActive { set;}
- public abstract float APIDStrength { set;}
- public abstract float APIDDamping { set;}
- public abstract void AddForce(Vector3 force, bool pushforce);
- public abstract void AddAngularForce(Vector3 force, bool pushforce);
- public abstract void SetMomentum(Vector3 momentum);
- public abstract void SubscribeEvents(int ms);
- public abstract void UnSubscribeEvents();
- public abstract bool SubscribedEvents();
- public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { }
- public virtual void AddVDTCCollisionEvent(uint CollidedWith, ContactPoint contact) { }
- public virtual PhysicsInertiaData GetInertiaData()
- {
- PhysicsInertiaData data = new PhysicsInertiaData();
- data.TotalMass = this.Mass;
- data.CenterOfMass = CenterOfMass - Position;
- data.Inertia = Vector3.Zero;
- data.InertiaRotation = Vector4.Zero;
- return data;
- }
- public virtual void SetInertiaData(PhysicsInertiaData inertia)
- {
- }
- public virtual float SimulationSuspended { get; set; }
- // Warning in a parent part it returns itself, not null
- public virtual PhysicsActor ParentActor { get { return this; } }
- // Extendable interface for new, physics engine specific operations
- public virtual object Extension(string pFunct, params object[] pParams)
- {
- // A NOP of the physics engine does not implement this feature
- return null;
- }
- }
- public class NullPhysicsActor : PhysicsActor
- {
- private ActorTypes m_actorType = ActorTypes.Unknown;
- public override bool Stopped
- {
- get{ return true; }
- }
- public override Vector3 Position
- {
- get { return Vector3.Zero; }
- set { return; }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override uint LocalID
- {
- get { return 0; }
- set { return; }
- }
- public override bool Grabbed
- {
- set { return; }
- }
- public override bool Selected
- {
- set { return; }
- }
- public override float Buoyancy
- {
- get { return 0f; }
- set { return; }
- }
- public override bool FloatOnWater
- {
- set { return; }
- }
- public override bool CollidingGround
- {
- get { return false; }
- set { return; }
- }
- public override bool CollidingObj
- {
- get { return false; }
- set { return; }
- }
- public override Vector3 Size
- {
- get { return Vector3.Zero; }
- set { return; }
- }
- public override float Mass
- {
- get { return 0f; }
- }
- public override Vector3 Force
- {
- get { return Vector3.Zero; }
- set { return; }
- }
- public override int VehicleType
- {
- get { return 0; }
- set { return; }
- }
- public override void VehicleFloatParam(int param, float value) {}
- public override void VehicleVectorParam(int param, Vector3 value) { }
- public override void VehicleRotationParam(int param, Quaternion rotation) { }
- public override void VehicleFlags(int param, bool remove) { }
- public override void SetVolumeDetect(int param) {}
- public override void SetMaterial(int material) {}
- public override Vector3 CenterOfMass { get { return Vector3.Zero; }}
- public override Vector3 GeometricCenter { get { return Vector3.Zero; }}
- public override PrimitiveBaseShape Shape { set { return; }}
- public override Vector3 Velocity
- {
- get { return Vector3.Zero; }
- set { return; }
- }
- public override Vector3 Torque
- {
- get { return Vector3.Zero; }
- set { return; }
- }
- public override float CollisionScore
- {
- get { return 0f; }
- set { }
- }
- public override void CrossingFailure() {}
- public override Quaternion Orientation
- {
- get { return Quaternion.Identity; }
- set { }
- }
- public override Vector3 Acceleration
- {
- get { return Vector3.Zero; }
- set { }
- }
- public override bool IsPhysical
- {
- get { return false; }
- set { return; }
- }
- public override bool Flying
- {
- get { return false; }
- set { return; }
- }
- public override bool ThrottleUpdates
- {
- get { return false; }
- set { return; }
- }
- public override bool IsColliding
- {
- get { return false; }
- set { return; }
- }
- public override int PhysicsActorType
- {
- get { return (int)m_actorType; }
- set {
- ActorTypes type = (ActorTypes)value;
- switch (type)
- {
- case ActorTypes.Ground:
- case ActorTypes.Water:
- m_actorType = type;
- break;
- default:
- m_actorType = ActorTypes.Unknown;
- break;
- }
- }
- }
- public override bool Kinematic
- {
- get { return true; }
- set { return; }
- }
- public override void link(PhysicsActor obj) { }
- public override void delink() { }
- public override void LockAngularMotion(byte axislocks) { }
- public override void AddForce(Vector3 force, bool pushforce) { }
- public override void AddAngularForce(Vector3 force, bool pushforce) { }
- public override Vector3 RotationalVelocity
- {
- get { return Vector3.Zero; }
- set { return; }
- }
- public override Vector3 PIDTarget { set { return; } }
- public override bool PIDActive
- {
- get { return false; }
- set { return; }
- }
- public override float PIDTau { set { return; } }
- public override float PIDHoverHeight { set { return; } }
- public override bool PIDHoverActive {get {return false;} set { return; } }
- public override PIDHoverType PIDHoverType { set { return; } }
- public override float PIDHoverTau { set { return; } }
- public override Quaternion APIDTarget { set { return; } }
- public override bool APIDActive { set { return; } }
- public override float APIDStrength { set { return; } }
- public override float APIDDamping { set { return; } }
- public override void SetMomentum(Vector3 momentum) { }
- public override void SubscribeEvents(int ms) { }
- public override void UnSubscribeEvents() { }
- public override bool SubscribedEvents() { return false; }
- }
- }
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