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

572 lines
17 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 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
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* 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;
}
}
}