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