400 lines
10 KiB
C#
400 lines
10 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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using System;
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using System.Collections.Generic;
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using Axiom.Math;
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using OpenSim.Framework;
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namespace OpenSim.Region.Physics.Manager
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{
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public delegate void PositionUpdate(PhysicsVector position);
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public delegate void VelocityUpdate(PhysicsVector velocity);
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public delegate void OrientationUpdate(Quaternion orientation);
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public enum ActorTypes : int
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{
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Unknown = 0,
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Agent = 1,
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Prim = 2,
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Ground = 3
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}
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public class CollisionEventUpdate : EventArgs
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{
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// Raising the event on the object, so don't need to provide location.. further up the tree knows that info.
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public int m_colliderType;
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public bool m_startOrEnd;
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//public uint m_LocalID;
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public List<uint> m_objCollisionList;
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public CollisionEventUpdate(uint localID, int colliderType, bool startOrEnd, List<uint> objCollisionList)
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{
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m_colliderType = colliderType;
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m_startOrEnd = startOrEnd;
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m_objCollisionList = objCollisionList;
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}
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public CollisionEventUpdate(bool startOrEnd)
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{
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m_colliderType = (int) ActorTypes.Unknown;
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m_startOrEnd = startOrEnd;
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m_objCollisionList = null;
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}
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public CollisionEventUpdate()
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{
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m_colliderType = (int) ActorTypes.Unknown;
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m_startOrEnd = false;
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m_objCollisionList = null;
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}
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public int collidertype
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{
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get { return m_colliderType; }
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set { m_colliderType = value; }
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}
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public bool startOrEnd
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{
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get { return m_startOrEnd; }
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set { m_startOrEnd = value; }
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}
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public void addCollider(uint localID)
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{
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m_objCollisionList.Add(localID);
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}
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}
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public abstract class PhysicsActor
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{
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public delegate void RequestTerseUpdate();
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public delegate void CollisionUpdate(EventArgs e);
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public delegate void OutOfBounds(PhysicsVector pos);
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#pragma warning disable 67
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public event PositionUpdate OnPositionUpdate;
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public event VelocityUpdate OnVelocityUpdate;
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public event OrientationUpdate OnOrientationUpdate;
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public event RequestTerseUpdate OnRequestTerseUpdate;
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public event CollisionUpdate OnCollisionUpdate;
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public event OutOfBounds OnOutOfBounds;
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#pragma warning restore 67
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public static PhysicsActor Null
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{
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get { return new NullPhysicsActor(); }
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}
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public abstract bool Stopped { get; }
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public abstract PhysicsVector Size { get; set; }
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public abstract PrimitiveBaseShape Shape { set; }
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public abstract uint LocalID { set; }
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public abstract bool Grabbed { set; }
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public abstract bool Selected { set; }
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public abstract void CrossingFailure();
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public abstract void link(PhysicsActor obj);
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public abstract void delink();
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public virtual void RequestPhysicsterseUpdate()
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{
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// Make a temporary copy of the event to avoid possibility of
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// a race condition if the last subscriber unsubscribes
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// immediately after the null check and before the event is raised.
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RequestTerseUpdate handler = OnRequestTerseUpdate;
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if (handler != null)
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{
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handler();
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}
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}
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public virtual void RaiseOutOfBounds(PhysicsVector pos)
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{
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// Make a temporary copy of the event to avoid possibility of
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// a race condition if the last subscriber unsubscribes
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// immediately after the null check and before the event is raised.
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OutOfBounds handler = OnOutOfBounds;
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if (handler != null)
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{
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handler(pos);
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}
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}
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public virtual void SendCollisionUpdate(EventArgs e)
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{
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CollisionUpdate handler = OnCollisionUpdate;
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if (handler != null)
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{
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handler(e);
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}
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}
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public abstract PhysicsVector Position { get; set; }
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public abstract float Mass { get; }
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public abstract PhysicsVector Force { get; }
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public abstract PhysicsVector GeometricCenter { get; }
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public abstract PhysicsVector CenterOfMass { get; }
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public abstract PhysicsVector Velocity { get; set; }
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public abstract float CollisionScore { get;}
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public abstract PhysicsVector Acceleration { get; }
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public abstract Quaternion Orientation { get; set; }
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public abstract int PhysicsActorType { get; set; }
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public abstract bool IsPhysical { get; set; }
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public abstract bool Flying { get; set; }
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public abstract bool SetAlwaysRun { get; set; }
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public abstract bool ThrottleUpdates { get; set; }
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public abstract bool IsColliding { get; set; }
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public abstract bool CollidingGround { get; set; }
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public abstract bool CollidingObj { get; set; }
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public abstract bool FloatOnWater { set; }
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public abstract PhysicsVector RotationalVelocity { get; set; }
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public abstract bool Kinematic { get; set; }
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public abstract float Buoyancy { get; set; }
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public abstract void AddForce(PhysicsVector force);
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public abstract void SetMomentum(PhysicsVector momentum);
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}
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public class NullPhysicsActor : PhysicsActor
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{
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public override bool Stopped
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{
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get{ return false; }
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}
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public override PhysicsVector Position
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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}
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public override bool SetAlwaysRun
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{
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get { return false; }
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set { return; }
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}
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public override uint LocalID
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{
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set { return; }
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}
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public override bool Grabbed
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{
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set { return; }
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}
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public override bool Selected
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{
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set { return; }
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}
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public override float Buoyancy {
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get { return 0f; }
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set { return; }
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}
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public override bool FloatOnWater
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{
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set { return; }
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}
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public override bool CollidingGround
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{
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get { return false; }
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set { return; }
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}
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public override bool CollidingObj
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{
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get { return false; }
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set { return; }
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}
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public override PhysicsVector Size
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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}
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public override float Mass
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{
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get { return 0f; }
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}
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public override PhysicsVector Force
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector CenterOfMass
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{
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get { return PhysicsVector.Zero; }
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}
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public override PhysicsVector GeometricCenter
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{
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get { return PhysicsVector.Zero; }
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}
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public override PrimitiveBaseShape Shape
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{
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set { return; }
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}
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public override PhysicsVector Velocity
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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}
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public override float CollisionScore
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{
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get { return 0f; }
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}
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public override void CrossingFailure()
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{
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}
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public override Quaternion Orientation
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{
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get { return Quaternion.Identity; }
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set { }
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}
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public override PhysicsVector Acceleration
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{
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get { return PhysicsVector.Zero; }
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}
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public override bool IsPhysical
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{
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get { return false; }
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set { return; }
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}
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public override bool Flying
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{
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get { return false; }
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set { return; }
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}
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public override bool ThrottleUpdates
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{
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get { return false; }
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set { return; }
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}
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public override bool IsColliding
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{
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get { return false; }
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set { return; }
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}
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public override int PhysicsActorType
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{
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get { return (int) ActorTypes.Unknown; }
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set { return; }
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}
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public override bool Kinematic
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{
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get { return true; }
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set { return; }
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}
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public override void link(PhysicsActor obj)
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{
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}
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public override void delink()
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{
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}
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public override void AddForce(PhysicsVector force)
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{
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return;
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}
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public override PhysicsVector RotationalVelocity
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{
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get { return PhysicsVector.Zero; }
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set { return; }
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}
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public override void SetMomentum(PhysicsVector momentum)
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{
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return;
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}
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}
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} |