/* * 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 OpenSim 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 Axiom.Math; using OpenSim.Framework; using OpenSim.Framework.Console; namespace OpenSim.Region.Physics.Manager { public delegate void physicsCrash(); public abstract class PhysicsScene { // The only thing that should register for this event is the InnerScene // Anything else could cause problems. public event physicsCrash OnPhysicsCrash; public static PhysicsScene Null { get { return new NullPhysicsScene(); } } public virtual void TriggerPhysicsBasedRestart() { physicsCrash handler = OnPhysicsCrash; if (handler != null) { OnPhysicsCrash(); } } public abstract void Initialise(IMesher meshmerizer); public abstract PhysicsActor AddAvatar(string avName, PhysicsVector position, uint localID); // rex, localID added public abstract void RemoveAvatar(PhysicsActor actor); public abstract void RemovePrim(PhysicsActor prim); public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, uint localID); //To be removed, rex, localID added public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical, uint localID); // rex, localID added public abstract void AddPhysicsActorTaint(PhysicsActor prim); public abstract float Simulate(float timeStep); public abstract void GetResults(); public abstract void SetTerrain(float[] heightMap); public abstract void DeleteTerrain(); public abstract bool IsThreaded { get; } private class NullPhysicsScene : PhysicsScene { private static int m_workIndicator; public override void Initialise(IMesher meshmerizer) { // Does nothing right now } public override PhysicsActor AddAvatar(string avName, PhysicsVector position, uint localID) { MainLog.Instance.Verbose("PHYSICS", "NullPhysicsScene : AddAvatar({0})", position); return PhysicsActor.Null; } public override void RemoveAvatar(PhysicsActor actor) { } public override void RemovePrim(PhysicsActor prim) { } /* public override PhysicsActor AddPrim(PhysicsVector position, PhysicsVector size, Quaternion rotation) { MainLog.Instance.Verbose("NullPhysicsScene : AddPrim({0},{1})", position, size); return PhysicsActor.Null; } */ public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, uint localID) //To be removed { return AddPrimShape(primName, pbs, position, size, rotation, false, localID); } public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, PhysicsVector position, PhysicsVector size, Quaternion rotation, bool isPhysical, uint localID) { MainLog.Instance.Verbose("PHYSICS", "NullPhysicsScene : AddPrim({0},{1})", position, size); return PhysicsActor.Null; } public override void AddPhysicsActorTaint(PhysicsActor prim) { } public override float Simulate(float timeStep) { m_workIndicator = (m_workIndicator + 1)%10; //MainLog.Instance.SetStatus(m_workIndicator.ToString()); return 0f; } public override void GetResults() { MainLog.Instance.Verbose("PHYSICS", "NullPhysicsScene : GetResults()"); } public override void SetTerrain(float[] heightMap) { MainLog.Instance.Verbose("PHYSICS", "NullPhysicsScene : SetTerrain({0} items)", heightMap.Length); } public override void DeleteTerrain() { } public override bool IsThreaded { get { return false; } } } } }