PhysicsActor.cs 16 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 log4net;
  28. using System;
  29. using System.Collections.Generic;
  30. using System.Reflection;
  31. using OpenSim.Framework;
  32. using OpenMetaverse;
  33. namespace OpenSim.Region.Physics.Manager
  34. {
  35. public delegate void PositionUpdate(Vector3 position);
  36. public delegate void VelocityUpdate(Vector3 velocity);
  37. public delegate void OrientationUpdate(Quaternion orientation);
  38. public enum ActorTypes : int
  39. {
  40. Unknown = 0,
  41. Agent = 1,
  42. Prim = 2,
  43. Ground = 3
  44. }
  45. public enum PIDHoverType
  46. {
  47. Ground,
  48. GroundAndWater,
  49. Water,
  50. Absolute
  51. }
  52. public struct ContactPoint
  53. {
  54. public Vector3 Position;
  55. public Vector3 SurfaceNormal;
  56. public float PenetrationDepth;
  57. public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
  58. {
  59. Position = position;
  60. SurfaceNormal = surfaceNormal;
  61. PenetrationDepth = penetrationDepth;
  62. }
  63. }
  64. /// <summary>
  65. /// Used to pass collision information to OnCollisionUpdate listeners.
  66. /// </summary>
  67. public class CollisionEventUpdate : EventArgs
  68. {
  69. /// <summary>
  70. /// Number of collision events in this update.
  71. /// </summary>
  72. public int Count { get { return m_objCollisionList.Count; } }
  73. public bool CollisionsOnPreviousFrame { get; private set; }
  74. public Dictionary<uint, ContactPoint> m_objCollisionList;
  75. public CollisionEventUpdate(Dictionary<uint, ContactPoint> objCollisionList)
  76. {
  77. m_objCollisionList = objCollisionList;
  78. }
  79. public CollisionEventUpdate()
  80. {
  81. m_objCollisionList = new Dictionary<uint, ContactPoint>();
  82. }
  83. public void AddCollider(uint localID, ContactPoint contact)
  84. {
  85. if (!m_objCollisionList.ContainsKey(localID))
  86. {
  87. m_objCollisionList.Add(localID, contact);
  88. }
  89. else
  90. {
  91. if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
  92. m_objCollisionList[localID] = contact;
  93. }
  94. }
  95. /// <summary>
  96. /// Clear added collision events.
  97. /// </summary>
  98. public void Clear()
  99. {
  100. m_objCollisionList.Clear();
  101. }
  102. }
  103. public abstract class PhysicsActor
  104. {
  105. // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
  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. /// <summary>
  116. /// Subscribers to this event must synchronously handle the dictionary of collisions received, since the event
  117. /// object is reused in subsequent physics frames.
  118. /// </summary>
  119. public event CollisionUpdate OnCollisionUpdate;
  120. public event OutOfBounds OnOutOfBounds;
  121. #pragma warning restore 67
  122. public static PhysicsActor Null
  123. {
  124. get { return new NullPhysicsActor(); }
  125. }
  126. public abstract bool Stopped { get; }
  127. public abstract Vector3 Size { get; set; }
  128. public abstract PrimitiveBaseShape Shape { set; }
  129. uint m_baseLocalID;
  130. public virtual uint LocalID
  131. {
  132. set { m_baseLocalID = value; }
  133. get { return m_baseLocalID; }
  134. }
  135. public abstract bool Grabbed { set; }
  136. public abstract bool Selected { set; }
  137. /// <summary>
  138. /// Name of this actor.
  139. /// </summary>
  140. /// <remarks>
  141. /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
  142. /// water. This is not a problem due to the formatting of names given by prims and avatars.
  143. /// </remarks>
  144. public string Name { get; protected set; }
  145. /// <summary>
  146. /// This is being used by ODE joint code.
  147. /// </summary>
  148. public string SOPName;
  149. public abstract void CrossingFailure();
  150. public abstract void link(PhysicsActor obj);
  151. public abstract void delink();
  152. public abstract void LockAngularMotion(Vector3 axis);
  153. public virtual void RequestPhysicsterseUpdate()
  154. {
  155. // Make a temporary copy of the event to avoid possibility of
  156. // a race condition if the last subscriber unsubscribes
  157. // immediately after the null check and before the event is raised.
  158. RequestTerseUpdate handler = OnRequestTerseUpdate;
  159. if (handler != null)
  160. {
  161. handler();
  162. }
  163. }
  164. public virtual void RaiseOutOfBounds(Vector3 pos)
  165. {
  166. // Make a temporary copy of the event to avoid possibility of
  167. // a race condition if the last subscriber unsubscribes
  168. // immediately after the null check and before the event is raised.
  169. OutOfBounds handler = OnOutOfBounds;
  170. if (handler != null)
  171. {
  172. handler(pos);
  173. }
  174. }
  175. public virtual void SendCollisionUpdate(EventArgs e)
  176. {
  177. CollisionUpdate handler = OnCollisionUpdate;
  178. // m_log.DebugFormat("[PHYSICS ACTOR]: Sending collision for {0}", LocalID);
  179. if (handler != null)
  180. handler(e);
  181. }
  182. public virtual void SetMaterial (int material)
  183. {
  184. }
  185. /// <summary>
  186. /// Position of this actor.
  187. /// </summary>
  188. /// <remarks>
  189. /// Setting this directly moves the actor to a given position.
  190. /// Getting this retrieves the position calculated by physics scene updates, using factors such as velocity and
  191. /// collisions.
  192. /// </remarks>
  193. public abstract Vector3 Position { get; set; }
  194. public abstract float Mass { get; }
  195. public abstract Vector3 Force { get; set; }
  196. public abstract int VehicleType { get; set; }
  197. public abstract void VehicleFloatParam(int param, float value);
  198. public abstract void VehicleVectorParam(int param, Vector3 value);
  199. public abstract void VehicleRotationParam(int param, Quaternion rotation);
  200. public abstract void VehicleFlags(int param, bool remove);
  201. /// <summary>
  202. /// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
  203. /// </summary>
  204. public abstract void SetVolumeDetect(int param);
  205. public abstract Vector3 GeometricCenter { get; }
  206. public abstract Vector3 CenterOfMass { get; }
  207. /// <summary>
  208. /// Velocity of this actor.
  209. /// </summary>
  210. /// <remarks>
  211. /// Setting this provides a target velocity for physics scene updates.
  212. /// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity,
  213. /// time to accelerate and collisions.
  214. /// </remarks>
  215. public abstract Vector3 Velocity { get; set; }
  216. public abstract Vector3 Torque { get; set; }
  217. public abstract float CollisionScore { get; set;}
  218. public abstract Vector3 Acceleration { get; set; }
  219. public abstract Quaternion Orientation { get; set; }
  220. public abstract int PhysicsActorType { get; set; }
  221. public abstract bool IsPhysical { get; set; }
  222. public abstract bool Flying { get; set; }
  223. public abstract bool SetAlwaysRun { get; set; }
  224. public abstract bool ThrottleUpdates { get; set; }
  225. public abstract bool IsColliding { get; set; }
  226. public abstract bool CollidingGround { get; set; }
  227. public abstract bool CollidingObj { get; set; }
  228. public abstract bool FloatOnWater { set; }
  229. public abstract Vector3 RotationalVelocity { get; set; }
  230. public abstract bool Kinematic { get; set; }
  231. public abstract float Buoyancy { get; set; }
  232. // Used for MoveTo
  233. public abstract Vector3 PIDTarget { set; }
  234. public abstract bool PIDActive { set;}
  235. public abstract float PIDTau { set; }
  236. // Used for llSetHoverHeight and maybe vehicle height
  237. // Hover Height will override MoveTo target's Z
  238. public abstract bool PIDHoverActive { set;}
  239. public abstract float PIDHoverHeight { set;}
  240. public abstract PIDHoverType PIDHoverType { set;}
  241. public abstract float PIDHoverTau { set;}
  242. // For RotLookAt
  243. public abstract Quaternion APIDTarget { set;}
  244. public abstract bool APIDActive { set;}
  245. public abstract float APIDStrength { set;}
  246. public abstract float APIDDamping { set;}
  247. public abstract void AddForce(Vector3 force, bool pushforce);
  248. public abstract void AddAngularForce(Vector3 force, bool pushforce);
  249. public abstract void SetMomentum(Vector3 momentum);
  250. public abstract void SubscribeEvents(int ms);
  251. public abstract void UnSubscribeEvents();
  252. public abstract bool SubscribedEvents();
  253. }
  254. public class NullPhysicsActor : PhysicsActor
  255. {
  256. public override bool Stopped
  257. {
  258. get{ return false; }
  259. }
  260. public override Vector3 Position
  261. {
  262. get { return Vector3.Zero; }
  263. set { return; }
  264. }
  265. public override bool SetAlwaysRun
  266. {
  267. get { return false; }
  268. set { return; }
  269. }
  270. public override uint LocalID
  271. {
  272. set { return; }
  273. }
  274. public override bool Grabbed
  275. {
  276. set { return; }
  277. }
  278. public override bool Selected
  279. {
  280. set { return; }
  281. }
  282. public override float Buoyancy
  283. {
  284. get { return 0f; }
  285. set { return; }
  286. }
  287. public override bool FloatOnWater
  288. {
  289. set { return; }
  290. }
  291. public override bool CollidingGround
  292. {
  293. get { return false; }
  294. set { return; }
  295. }
  296. public override bool CollidingObj
  297. {
  298. get { return false; }
  299. set { return; }
  300. }
  301. public override Vector3 Size
  302. {
  303. get { return Vector3.Zero; }
  304. set { return; }
  305. }
  306. public override float Mass
  307. {
  308. get { return 0f; }
  309. }
  310. public override Vector3 Force
  311. {
  312. get { return Vector3.Zero; }
  313. set { return; }
  314. }
  315. public override int VehicleType
  316. {
  317. get { return 0; }
  318. set { return; }
  319. }
  320. public override void VehicleFloatParam(int param, float value)
  321. {
  322. }
  323. public override void VehicleVectorParam(int param, Vector3 value)
  324. {
  325. }
  326. public override void VehicleRotationParam(int param, Quaternion rotation)
  327. {
  328. }
  329. public override void VehicleFlags(int param, bool remove)
  330. {
  331. }
  332. public override void SetVolumeDetect(int param)
  333. {
  334. }
  335. public override void SetMaterial(int material)
  336. {
  337. }
  338. public override Vector3 CenterOfMass
  339. {
  340. get { return Vector3.Zero; }
  341. }
  342. public override Vector3 GeometricCenter
  343. {
  344. get { return Vector3.Zero; }
  345. }
  346. public override PrimitiveBaseShape Shape
  347. {
  348. set { return; }
  349. }
  350. public override Vector3 Velocity
  351. {
  352. get { return Vector3.Zero; }
  353. set { return; }
  354. }
  355. public override Vector3 Torque
  356. {
  357. get { return Vector3.Zero; }
  358. set { return; }
  359. }
  360. public override float CollisionScore
  361. {
  362. get { return 0f; }
  363. set { }
  364. }
  365. public override void CrossingFailure()
  366. {
  367. }
  368. public override Quaternion Orientation
  369. {
  370. get { return Quaternion.Identity; }
  371. set { }
  372. }
  373. public override Vector3 Acceleration
  374. {
  375. get { return Vector3.Zero; }
  376. set { }
  377. }
  378. public override bool IsPhysical
  379. {
  380. get { return false; }
  381. set { return; }
  382. }
  383. public override bool Flying
  384. {
  385. get { return false; }
  386. set { return; }
  387. }
  388. public override bool ThrottleUpdates
  389. {
  390. get { return false; }
  391. set { return; }
  392. }
  393. public override bool IsColliding
  394. {
  395. get { return false; }
  396. set { return; }
  397. }
  398. public override int PhysicsActorType
  399. {
  400. get { return (int) ActorTypes.Unknown; }
  401. set { return; }
  402. }
  403. public override bool Kinematic
  404. {
  405. get { return true; }
  406. set { return; }
  407. }
  408. public override void link(PhysicsActor obj)
  409. {
  410. }
  411. public override void delink()
  412. {
  413. }
  414. public override void LockAngularMotion(Vector3 axis)
  415. {
  416. }
  417. public override void AddForce(Vector3 force, bool pushforce)
  418. {
  419. }
  420. public override void AddAngularForce(Vector3 force, bool pushforce)
  421. {
  422. }
  423. public override Vector3 RotationalVelocity
  424. {
  425. get { return Vector3.Zero; }
  426. set { return; }
  427. }
  428. public override Vector3 PIDTarget { set { return; } }
  429. public override bool PIDActive { set { return; } }
  430. public override float PIDTau { set { return; } }
  431. public override float PIDHoverHeight { set { return; } }
  432. public override bool PIDHoverActive { set { return; } }
  433. public override PIDHoverType PIDHoverType { set { return; } }
  434. public override float PIDHoverTau { set { return; } }
  435. public override Quaternion APIDTarget { set { return; } }
  436. public override bool APIDActive { set { return; } }
  437. public override float APIDStrength { set { return; } }
  438. public override float APIDDamping { set { return; } }
  439. public override void SetMomentum(Vector3 momentum)
  440. {
  441. }
  442. public override void SubscribeEvents(int ms)
  443. {
  444. }
  445. public override void UnSubscribeEvents()
  446. {
  447. }
  448. public override bool SubscribedEvents()
  449. {
  450. return false;
  451. }
  452. }
  453. }