285 lines
9.6 KiB
C#
Executable File
285 lines
9.6 KiB
C#
Executable File
/*
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* Copyright (c) Intel Corporation
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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 Intel Corporation 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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using System;
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using System.Reflection;
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using System.Collections.Generic;
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using System.Xml;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Physics.Manager;
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using OpenSim.Region.CoreModules.RegionSync.RegionSyncModule;
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namespace OpenSim.Region.Physics.PEPlugin
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{
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[Serializable]
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public sealed class PEPrim : PhysicsActor
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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private bool _stopped;
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private Vector3 _size;
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private PrimitiveBaseShape _pbs;
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private uint _localID = 0;
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private bool _grabbed;
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private bool _selected;
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private Vector3 _position;
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private float _mass;
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private Vector3 _force;
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private Vector3 _velocity;
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private Vector3 _torque;
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private float _collisionScore;
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private Vector3 _acceleration;
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private Quaternion _orientation;
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private int _physicsActorType;
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private bool _isPhysical;
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private bool _flying;
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private bool _setAlwaysRun;
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private bool _throttleUpdates;
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private bool _isColliding;
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private bool _collidingGround;
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private bool _collidingObj;
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private bool _floatOnWater;
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private Vector3 _rotationalVelocity;
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private bool _kinematic;
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private float _buoyancy;
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private Vector3 _PIDTarget;
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private bool _usePID;
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private float _PIDTau;
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private bool _useHoverPID;
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private float _PIDHoverHeight;
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private PIDHoverType _PIDHoverType;
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private float _PIDHoverTao;
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public PEPrim(String primName, PEScene parent_scene, Vector3 pos, Vector3 size,
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Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical, CollisionLocker dode)
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{
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_position = pos;
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_size = size;
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_orientation = rotation;
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// SendCreatePrim(primName, parent_scene, pos, size, rotation, mesh, pbs, pisPhysical, dode);
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}
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public override bool Stopped {
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get { return _stopped; }
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}
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public override Vector3 Size {
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get { return _size; }
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set { _size = value;
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// m_log.Debug("[RPE] PEPrim set Size");
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Prop.Set(_localID, PropType.Size, _size);
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}
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}
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public override PrimitiveBaseShape Shape {
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set { _pbs = value;
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m_log.Debug("[RPE] PEPrim set Shape");
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Prop.Set(_localID, PropType.Shape, _pbs);
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}
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}
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public override uint LocalID {
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set { _localID = value;
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// m_log.Debug("[RPE] PEPrim set LocalID");
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Prop.Set(_localID, PropType.LocalID, _localID);
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}
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get { return _localID; }
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}
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public override bool Grabbed {
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set { _grabbed = value;
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m_log.Debug("[RPE] PEPrim set Grabbed");
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Prop.Set(_localID, PropType.Grabbed, _grabbed);
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}
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}
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public override bool Selected {
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set { _selected = value;
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m_log.Debug("[RPE] PEPrim set Selected");
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Prop.Set(_localID, PropType.Selected, _selected);
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}
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}
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public override void CrossingFailure() { return; }
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public override void link(PhysicsActor obj) { return; }
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public override void delink() { return; }
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public override void LockAngularMotion(Vector3 axis) { return; }
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public override Vector3 Position {
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get { return _position; }
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set { _position = value;
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// m_log.Debug("[RPE] PEPrim set Position");
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Prop.Set(_localID, PropType.Position, _position);
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}
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}
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public override float Mass {
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get { return _mass; }
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}
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public override Vector3 Force {
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get { return _force; }
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set { _force = value;
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// m_log.Debug("[RPE] PEPrim set Force");
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Prop.Set(_localID, PropType.Force, _force);
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}
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}
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public override int VehicleType {
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get { return 0; }
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set { return; }
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}
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public override void VehicleFloatParam(int param, float value) { }
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public override void VehicleVectorParam(int param, Vector3 value) {}
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public override void VehicleRotationParam(int param, Quaternion rotation) { }
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public override void VehicleFlags(int param, bool remove) { }
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// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
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public override void SetVolumeDetect(int param) { return; }
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public override Vector3 GeometricCenter { get { return Vector3.Zero; } }
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public override Vector3 CenterOfMass { get { return Vector3.Zero; } }
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public override Vector3 Velocity {
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get { return _velocity; }
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set { _velocity = value;
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Prop.Set(_localID, PropType.Velocity, _velocity);
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}
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}
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public override Vector3 Torque {
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get { return _torque; }
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set { _torque = value;
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Prop.Set(_localID, PropType.Torque, _torque);
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}
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}
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public override float CollisionScore {
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get { return _collisionScore; }
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set { _collisionScore = value;
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Prop.Set(_localID, PropType.CollisionScore, _collisionScore);
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}
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}
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public override Vector3 Acceleration {
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get { return _acceleration; }
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}
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public override Quaternion Orientation {
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get { return _orientation; }
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set { _orientation = value;
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Prop.Set(_localID, PropType.Orientation, _orientation);
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}
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}
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public override int PhysicsActorType {
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get { return _physicsActorType; }
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set { _physicsActorType = value;
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}
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}
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public override bool IsPhysical {
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get { return _isPhysical; }
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set { _isPhysical = value;
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}
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}
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public override bool Flying {
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get { return _flying; }
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set { _flying = value;
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}
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}
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public override bool
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SetAlwaysRun {
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get { return _setAlwaysRun; }
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set { _setAlwaysRun = value; }
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}
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public override bool ThrottleUpdates {
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get { return _throttleUpdates; }
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set { _throttleUpdates = value; }
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}
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public override bool IsColliding {
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get { return _isColliding; }
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set { _isColliding = value; }
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}
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public override bool CollidingGround {
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get { return _collidingGround; }
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set { _collidingGround = value; }
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}
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public override bool CollidingObj {
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get { return _collidingObj; }
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set { _collidingObj = value; }
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}
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public override bool FloatOnWater {
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set { _floatOnWater = value; }
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}
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public override Vector3 RotationalVelocity {
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get { return _rotationalVelocity; }
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set { _rotationalVelocity = value; }
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}
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public override bool Kinematic {
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get { return _kinematic; }
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set { _kinematic = value; }
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}
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public override float Buoyancy {
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get { return _buoyancy; }
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set { _buoyancy = value; }
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}
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// Used for MoveTo
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public override Vector3 PIDTarget {
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set { _PIDTarget = value; }
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}
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public override bool PIDActive {
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set { _usePID = value; }
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}
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public override float PIDTau {
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set { _PIDTau = value; }
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}
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// Used for llSetHoverHeight and maybe vehicle height
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// Hover Height will override MoveTo target's Z
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public override bool PIDHoverActive {
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set { _useHoverPID = value; }
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}
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public override float PIDHoverHeight {
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set { _PIDHoverHeight = value; }
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}
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public override PIDHoverType PIDHoverType {
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set { _PIDHoverType = value; }
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}
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public override float PIDHoverTau {
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set { _PIDHoverTao = value; }
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}
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// For RotLookAt
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public override Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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public override void AddForce(Vector3 force, bool pushforce) {
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}
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public override void AddAngularForce(Vector3 force, bool pushforce) {
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}
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public override void SetMomentum(Vector3 momentum) {
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}
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public override void SubscribeEvents(int ms) {
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}
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public override void UnSubscribeEvents() {
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}
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public override bool SubscribedEvents() {
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return false;
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}
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}
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}
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