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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.Physics.Manager
- {
- 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
- }
- public enum PIDHoverType
- {
- Ground,
- GroundAndWater,
- Water,
- Absolute
- }
- public struct ContactPoint
- {
- public Vector3 Position;
- public Vector3 SurfaceNormal;
- public float PenetrationDepth;
- public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
- {
- Position = position;
- SurfaceNormal = surfaceNormal;
- PenetrationDepth = penetrationDepth;
- }
- }
- /// <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
- {
- if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
- m_objCollisionList[localID] = contact;
- }
- }
- /// <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);
- // disable warning: public events
- #pragma warning disable 67
- public event PositionUpdate OnPositionUpdate;
- public event VelocityUpdate OnVelocityUpdate;
- public event OrientationUpdate OnOrientationUpdate;
- public event RequestTerseUpdate OnRequestTerseUpdate;
- /// <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 static PhysicsActor Null
- {
- get { return new NullPhysicsActor(); }
- }
- public abstract bool Stopped { get; }
- public abstract Vector3 Size { get; set; }
- 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; protected set; }
- /// <summary>
- /// This is being used by ODE joint code.
- /// </summary>
- public string SOPName;
- public abstract void CrossingFailure();
- public abstract void link(PhysicsActor obj);
- public abstract void delink();
- public abstract void LockAngularMotion(Vector3 axis);
- 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);
- /// <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; }
- /// <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 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 { 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 { 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 class NullPhysicsActor : PhysicsActor
- {
- public override bool Stopped
- {
- get{ return false; }
- }
- public override Vector3 Position
- {
- get { return Vector3.Zero; }
- set { return; }
- }
- public override bool SetAlwaysRun
- {
- get { return false; }
- set { return; }
- }
- public override uint LocalID
- {
- 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) ActorTypes.Unknown; }
- set { return; }
- }
- public override bool Kinematic
- {
- get { return true; }
- set { return; }
- }
- public override void link(PhysicsActor obj)
- {
- }
- public override void delink()
- {
- }
- public override void LockAngularMotion(Vector3 axis)
- {
- }
- 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 { set { return; } }
- public override float PIDTau { set { return; } }
- public override float PIDHoverHeight { set { return; } }
- public override bool PIDHoverActive { 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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