PhysicsActor.cs 17 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 virtual byte PhysicsShapeType { get; set; }
  129. public abstract PrimitiveBaseShape Shape { set; }
  130. uint m_baseLocalID;
  131. public virtual uint LocalID
  132. {
  133. set { m_baseLocalID = value; }
  134. get { return m_baseLocalID; }
  135. }
  136. public abstract bool Grabbed { set; }
  137. public abstract bool Selected { set; }
  138. /// <summary>
  139. /// Name of this actor.
  140. /// </summary>
  141. /// <remarks>
  142. /// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
  143. /// water. This is not a problem due to the formatting of names given by prims and avatars.
  144. /// </remarks>
  145. public string Name { get; protected set; }
  146. /// <summary>
  147. /// This is being used by ODE joint code.
  148. /// </summary>
  149. public string SOPName;
  150. public abstract void CrossingFailure();
  151. public abstract void link(PhysicsActor obj);
  152. public abstract void delink();
  153. public abstract void LockAngularMotion(Vector3 axis);
  154. public virtual void RequestPhysicsterseUpdate()
  155. {
  156. // Make a temporary copy of the event to avoid possibility of
  157. // a race condition if the last subscriber unsubscribes
  158. // immediately after the null check and before the event is raised.
  159. RequestTerseUpdate handler = OnRequestTerseUpdate;
  160. if (handler != null)
  161. {
  162. handler();
  163. }
  164. }
  165. public virtual void RaiseOutOfBounds(Vector3 pos)
  166. {
  167. // Make a temporary copy of the event to avoid possibility of
  168. // a race condition if the last subscriber unsubscribes
  169. // immediately after the null check and before the event is raised.
  170. OutOfBounds handler = OnOutOfBounds;
  171. if (handler != null)
  172. {
  173. handler(pos);
  174. }
  175. }
  176. public virtual void SendCollisionUpdate(EventArgs e)
  177. {
  178. CollisionUpdate handler = OnCollisionUpdate;
  179. // m_log.DebugFormat("[PHYSICS ACTOR]: Sending collision for {0}", LocalID);
  180. if (handler != null)
  181. handler(e);
  182. }
  183. public virtual void SetMaterial (int material) { }
  184. public virtual float Density { get; set; }
  185. public virtual float GravModifier { get; set; }
  186. public virtual float Friction { get; set; }
  187. public virtual float Restitution { get; set; }
  188. /// <summary>
  189. /// Position of this actor.
  190. /// </summary>
  191. /// <remarks>
  192. /// Setting this directly moves the actor to a given position.
  193. /// Getting this retrieves the position calculated by physics scene updates, using factors such as velocity and
  194. /// collisions.
  195. /// </remarks>
  196. public abstract Vector3 Position { get; set; }
  197. public abstract float Mass { get; }
  198. public abstract Vector3 Force { get; set; }
  199. public abstract int VehicleType { get; set; }
  200. public abstract void VehicleFloatParam(int param, float value);
  201. public abstract void VehicleVectorParam(int param, Vector3 value);
  202. public abstract void VehicleRotationParam(int param, Quaternion rotation);
  203. public abstract void VehicleFlags(int param, bool remove);
  204. /// <summary>
  205. /// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
  206. /// </summary>
  207. public abstract void SetVolumeDetect(int param);
  208. public abstract Vector3 GeometricCenter { get; }
  209. public abstract Vector3 CenterOfMass { get; }
  210. /// <summary>
  211. /// The desired velocity of this actor.
  212. /// </summary>
  213. /// <remarks>
  214. /// Setting this provides a target velocity for physics scene updates.
  215. /// Getting this returns the last set target. Fetch Velocity to get the current velocity.
  216. /// </remarks>
  217. protected Vector3 m_targetVelocity;
  218. public virtual Vector3 TargetVelocity
  219. {
  220. get { return m_targetVelocity; }
  221. set {
  222. m_targetVelocity = value;
  223. Velocity = m_targetVelocity;
  224. }
  225. }
  226. public abstract Vector3 Velocity { get; set; }
  227. public abstract Vector3 Torque { get; set; }
  228. public abstract float CollisionScore { get; set;}
  229. public abstract Vector3 Acceleration { get; set; }
  230. public abstract Quaternion Orientation { get; set; }
  231. public abstract int PhysicsActorType { get; set; }
  232. public abstract bool IsPhysical { get; set; }
  233. public abstract bool Flying { get; set; }
  234. public abstract bool SetAlwaysRun { get; set; }
  235. public abstract bool ThrottleUpdates { get; set; }
  236. public abstract bool IsColliding { get; set; }
  237. public abstract bool CollidingGround { get; set; }
  238. public abstract bool CollidingObj { get; set; }
  239. public abstract bool FloatOnWater { set; }
  240. public abstract Vector3 RotationalVelocity { get; set; }
  241. public abstract bool Kinematic { get; set; }
  242. public abstract float Buoyancy { get; set; }
  243. // Used for MoveTo
  244. public abstract Vector3 PIDTarget { set; }
  245. public abstract bool PIDActive { set;}
  246. public abstract float PIDTau { set; }
  247. // Used for llSetHoverHeight and maybe vehicle height
  248. // Hover Height will override MoveTo target's Z
  249. public abstract bool PIDHoverActive { set;}
  250. public abstract float PIDHoverHeight { set;}
  251. public abstract PIDHoverType PIDHoverType { set;}
  252. public abstract float PIDHoverTau { set;}
  253. // For RotLookAt
  254. public abstract Quaternion APIDTarget { set;}
  255. public abstract bool APIDActive { set;}
  256. public abstract float APIDStrength { set;}
  257. public abstract float APIDDamping { set;}
  258. public abstract void AddForce(Vector3 force, bool pushforce);
  259. public abstract void AddAngularForce(Vector3 force, bool pushforce);
  260. public abstract void SetMomentum(Vector3 momentum);
  261. public abstract void SubscribeEvents(int ms);
  262. public abstract void UnSubscribeEvents();
  263. public abstract bool SubscribedEvents();
  264. }
  265. public class NullPhysicsActor : PhysicsActor
  266. {
  267. public override bool Stopped
  268. {
  269. get{ return false; }
  270. }
  271. public override Vector3 Position
  272. {
  273. get { return Vector3.Zero; }
  274. set { return; }
  275. }
  276. public override bool SetAlwaysRun
  277. {
  278. get { return false; }
  279. set { return; }
  280. }
  281. public override uint LocalID
  282. {
  283. set { return; }
  284. }
  285. public override bool Grabbed
  286. {
  287. set { return; }
  288. }
  289. public override bool Selected
  290. {
  291. set { return; }
  292. }
  293. public override float Buoyancy
  294. {
  295. get { return 0f; }
  296. set { return; }
  297. }
  298. public override bool FloatOnWater
  299. {
  300. set { return; }
  301. }
  302. public override bool CollidingGround
  303. {
  304. get { return false; }
  305. set { return; }
  306. }
  307. public override bool CollidingObj
  308. {
  309. get { return false; }
  310. set { return; }
  311. }
  312. public override Vector3 Size
  313. {
  314. get { return Vector3.Zero; }
  315. set { return; }
  316. }
  317. public override float Mass
  318. {
  319. get { return 0f; }
  320. }
  321. public override Vector3 Force
  322. {
  323. get { return Vector3.Zero; }
  324. set { return; }
  325. }
  326. public override int VehicleType
  327. {
  328. get { return 0; }
  329. set { return; }
  330. }
  331. public override void VehicleFloatParam(int param, float value)
  332. {
  333. }
  334. public override void VehicleVectorParam(int param, Vector3 value)
  335. {
  336. }
  337. public override void VehicleRotationParam(int param, Quaternion rotation)
  338. {
  339. }
  340. public override void VehicleFlags(int param, bool remove)
  341. {
  342. }
  343. public override void SetVolumeDetect(int param)
  344. {
  345. }
  346. public override void SetMaterial(int material)
  347. {
  348. }
  349. public override Vector3 CenterOfMass
  350. {
  351. get { return Vector3.Zero; }
  352. }
  353. public override Vector3 GeometricCenter
  354. {
  355. get { return Vector3.Zero; }
  356. }
  357. public override PrimitiveBaseShape Shape
  358. {
  359. set { return; }
  360. }
  361. public override Vector3 Velocity
  362. {
  363. get { return Vector3.Zero; }
  364. set { return; }
  365. }
  366. public override Vector3 Torque
  367. {
  368. get { return Vector3.Zero; }
  369. set { return; }
  370. }
  371. public override float CollisionScore
  372. {
  373. get { return 0f; }
  374. set { }
  375. }
  376. public override void CrossingFailure()
  377. {
  378. }
  379. public override Quaternion Orientation
  380. {
  381. get { return Quaternion.Identity; }
  382. set { }
  383. }
  384. public override Vector3 Acceleration
  385. {
  386. get { return Vector3.Zero; }
  387. set { }
  388. }
  389. public override bool IsPhysical
  390. {
  391. get { return false; }
  392. set { return; }
  393. }
  394. public override bool Flying
  395. {
  396. get { return false; }
  397. set { return; }
  398. }
  399. public override bool ThrottleUpdates
  400. {
  401. get { return false; }
  402. set { return; }
  403. }
  404. public override bool IsColliding
  405. {
  406. get { return false; }
  407. set { return; }
  408. }
  409. public override int PhysicsActorType
  410. {
  411. get { return (int) ActorTypes.Unknown; }
  412. set { return; }
  413. }
  414. public override bool Kinematic
  415. {
  416. get { return true; }
  417. set { return; }
  418. }
  419. public override void link(PhysicsActor obj)
  420. {
  421. }
  422. public override void delink()
  423. {
  424. }
  425. public override void LockAngularMotion(Vector3 axis)
  426. {
  427. }
  428. public override void AddForce(Vector3 force, bool pushforce)
  429. {
  430. }
  431. public override void AddAngularForce(Vector3 force, bool pushforce)
  432. {
  433. }
  434. public override Vector3 RotationalVelocity
  435. {
  436. get { return Vector3.Zero; }
  437. set { return; }
  438. }
  439. public override Vector3 PIDTarget { set { return; } }
  440. public override bool PIDActive { set { return; } }
  441. public override float PIDTau { set { return; } }
  442. public override float PIDHoverHeight { set { return; } }
  443. public override bool PIDHoverActive { set { return; } }
  444. public override PIDHoverType PIDHoverType { set { return; } }
  445. public override float PIDHoverTau { set { return; } }
  446. public override Quaternion APIDTarget { set { return; } }
  447. public override bool APIDActive { set { return; } }
  448. public override float APIDStrength { set { return; } }
  449. public override float APIDDamping { set { return; } }
  450. public override void SetMomentum(Vector3 momentum)
  451. {
  452. }
  453. public override void SubscribeEvents(int ms)
  454. {
  455. }
  456. public override void UnSubscribeEvents()
  457. {
  458. }
  459. public override bool SubscribedEvents()
  460. {
  461. return false;
  462. }
  463. }
  464. }