OpenSimMirror/OpenSim/Region/Physics/Manager/PhysicsActor.cs

369 lines
10 KiB
C#

/*
* 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 System;
using System.Collections.Generic;
using Axiom.Math;
using OpenSim.Framework;
namespace OpenSim.Region.Physics.Manager
{
public delegate void PositionUpdate(PhysicsVector position);
public delegate void VelocityUpdate(PhysicsVector velocity);
public delegate void OrientationUpdate(Quaternion orientation);
public enum ActorTypes : int
{
Unknown = 0,
Agent = 1,
Prim = 2,
Ground = 3,
PrimVolume = 4 // rex
}
public class CollisionEventUpdate : EventArgs
{
// Raising the event on the object, so don't need to provide location.. further up the tree knows that info.
public int m_colliderType;
public bool m_startOrEnd;
public uint m_LocalID; // rex
public List<uint> m_objCollisionList;
public CollisionEventUpdate(uint localID, int colliderType, bool startOrEnd, List<uint> objCollisionList)
{
m_LocalID = localID; // rex
m_colliderType = colliderType;
m_startOrEnd = startOrEnd;
m_objCollisionList = objCollisionList;
}
public CollisionEventUpdate(bool startOrEnd)
{
m_colliderType = (int) ActorTypes.Unknown;
m_startOrEnd = startOrEnd;
m_objCollisionList = null;
}
public CollisionEventUpdate()
{
m_colliderType = (int) ActorTypes.Unknown;
m_startOrEnd = false;
m_objCollisionList = null;
}
public int collidertype
{
get { return m_colliderType; }
set { m_colliderType = value; }
}
public bool startOrEnd
{
get { return m_startOrEnd; }
set { m_startOrEnd = value; }
}
public void addCollider(uint localID)
{
m_objCollisionList.Add(localID);
}
}
public abstract class PhysicsActor
{
public delegate void RequestTerseUpdate();
public delegate void CollisionUpdate(EventArgs e);
public delegate void OutOfBounds(PhysicsVector pos);
#pragma warning disable 67
public event PositionUpdate OnPositionUpdate;
public event VelocityUpdate OnVelocityUpdate;
public event OrientationUpdate OnOrientationUpdate;
public event RequestTerseUpdate OnRequestTerseUpdate;
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 PhysicsVector Size { get; set; }
public abstract PrimitiveBaseShape Shape { set; }
public abstract bool Grabbed { set; }
public abstract bool Selected { set; }
public abstract void CrossingFailure();
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(PhysicsVector 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;
if (handler != null)
{
handler(e);
}
}
public abstract PhysicsVector Position { get; set; }
public abstract float Mass { get; }
public abstract PhysicsVector Force { get; }
public abstract PhysicsVector GeometricCenter { get; }
public abstract PhysicsVector CenterOfMass { get; }
public abstract PhysicsVector Velocity { get; set; }
public abstract float CollisionScore { get;}
public abstract PhysicsVector Acceleration { get; }
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 PhysicsVector RotationalVelocity { get; set; }
public abstract bool Kinematic { get; set; }
public abstract void AddForce(PhysicsVector force);
public abstract void SetMomentum(PhysicsVector momentum);
public virtual void SetCollisionMesh(byte[] vData, string MeshName, bool vbScaleMesh) { } // rex
public virtual void SetBoundsScaling(bool vbScaleMesh) { } // rex
public int NextPrimVolumeTime = 0; // rex
public uint m_localID; // rex
}
public class NullPhysicsActor : PhysicsActor
{
public override bool Stopped
{
get{ return false; }
}
public override PhysicsVector Position
{
get { return PhysicsVector.Zero; }
set { return; }
}
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
public override bool Grabbed
{
set { return; }
}
public override bool Selected
{
set { return; }
}
public override bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override PhysicsVector Size
{
get { return PhysicsVector.Zero; }
set { return; }
}
public override float Mass
{
get { return 0f; }
}
public override PhysicsVector Force
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector CenterOfMass
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector GeometricCenter
{
get { return PhysicsVector.Zero; }
}
public override PrimitiveBaseShape Shape
{
set { return; }
}
public override PhysicsVector Velocity
{
get { return PhysicsVector.Zero; }
set { return; }
}
public override float CollisionScore
{
get { return 0f; }
}
public override void CrossingFailure()
{
}
public override Quaternion Orientation
{
get { return Quaternion.Identity; }
set { }
}
public override PhysicsVector Acceleration
{
get { return PhysicsVector.Zero; }
}
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 AddForce(PhysicsVector force)
{
return;
}
public override PhysicsVector RotationalVelocity
{
get { return PhysicsVector.Zero; }
set { return; }
}
public override void SetMomentum(PhysicsVector momentum)
{
return;
}
}
}