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authorRobert Adams2015-09-08 04:54:16 -0700
committerRobert Adams2015-09-08 04:54:16 -0700
commite5367d822be9b05e74c859afe2d2956a3e95aa33 (patch)
treee904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs
parentadd lost admin_reset_land method (diff)
parentDeleted access control spec from [LoginService] section of standalone config.... (diff)
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules. AVN physics hasn't been moved to new location. Does not compile yet. Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs')
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diff --git a/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs b/OpenSim/Region/PhysicsModules/SharedBase/PhysicsScene.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyright
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27
28using System;
29using System.Collections.Generic;
30using System.Reflection;
31
32using log4net;
33using Nini.Config;
34
35using OpenSim.Framework;
36using OpenMetaverse;
37
38namespace OpenSim.Region.PhysicsModules.SharedBase
39{
40 public delegate void physicsCrash();
41
42 public delegate void RaycastCallback(bool hitYN, Vector3 collisionPoint, uint localid, float distance, Vector3 normal);
43 public delegate void RayCallback(List<ContactResult> list);
44 public delegate void ProbeBoxCallback(List<ContactResult> list);
45 public delegate void ProbeSphereCallback(List<ContactResult> list);
46 public delegate void ProbePlaneCallback(List<ContactResult> list);
47 public delegate void SitAvatarCallback(int status, uint partID, Vector3 offset, Quaternion Orientation);
48
49 public delegate void JointMoved(PhysicsJoint joint);
50 public delegate void JointDeactivated(PhysicsJoint joint);
51 public delegate void JointErrorMessage(PhysicsJoint joint, string message); // this refers to an "error message due to a problem", not "amount of joint constraint violation"
52
53 public enum RayFilterFlags : ushort
54 {
55 // the flags
56 water = 0x01,
57 land = 0x02,
58 agent = 0x04,
59 nonphysical = 0x08,
60 physical = 0x10,
61 phantom = 0x20,
62 volumedtc = 0x40,
63
64 // ray cast colision control (may only work for meshs)
65 ContactsUnImportant = 0x2000,
66 BackFaceCull = 0x4000,
67 ClosestHit = 0x8000,
68
69 // some combinations
70 LSLPhantom = phantom | volumedtc,
71 PrimsNonPhantom = nonphysical | physical,
72 PrimsNonPhantomAgents = nonphysical | physical | agent,
73
74 AllPrims = nonphysical | phantom | volumedtc | physical,
75 AllButLand = agent | nonphysical | physical | phantom | volumedtc,
76
77 ClosestAndBackCull = ClosestHit | BackFaceCull,
78
79 All = 0x3f
80 }
81
82 public delegate void RequestAssetDelegate(UUID assetID, AssetReceivedDelegate callback);
83 public delegate void AssetReceivedDelegate(AssetBase asset);
84
85 /// <summary>
86 /// Contact result from a raycast.
87 /// </summary>
88 public struct ContactResult
89 {
90 public Vector3 Pos;
91 public float Depth;
92 public uint ConsumerID;
93 public Vector3 Normal;
94 }
95
96
97
98 public abstract class PhysicsScene
99 {
100// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
101
102 /// <summary>
103 /// A unique identifying string for this instance of the physics engine.
104 /// Useful in debug messages to distinguish one OdeScene instance from another.
105 /// Usually set to include the region name that the physics engine is acting for.
106 /// </summary>
107 public string PhysicsSceneName { get; protected set; }
108
109 /// <summary>
110 /// A string identifying the family of this physics engine. Most common values returned
111 /// are "OpenDynamicsEngine" and "BulletSim" but others are possible.
112 /// </summary>
113 public string EngineType { get; protected set; }
114
115 // The only thing that should register for this event is the SceneGraph
116 // Anything else could cause problems.
117 public event physicsCrash OnPhysicsCrash;
118
119 public static PhysicsScene Null
120 {
121 get { return new NullPhysicsScene(); }
122 }
123
124 public RequestAssetDelegate RequestAssetMethod { get; set; }
125
126 protected void Initialise(RequestAssetDelegate m, float[] terrain, float waterHeight)
127 {
128 RequestAssetMethod = m;
129 SetTerrain(terrain);
130 SetWaterLevel(waterHeight);
131
132 }
133
134 public virtual void TriggerPhysicsBasedRestart()
135 {
136 physicsCrash handler = OnPhysicsCrash;
137 if (handler != null)
138 {
139 OnPhysicsCrash();
140 }
141 }
142
143 /// <summary>
144 /// Add an avatar
145 /// </summary>
146 /// <param name="avName"></param>
147 /// <param name="position"></param>
148 /// <param name="velocity"></param>
149 /// <param name="size"></param>
150 /// <param name="isFlying"></param>
151 /// <returns></returns>
152
153 public abstract PhysicsActor AddAvatar(
154 string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying);
155
156 /// <summary>
157 /// Add an avatar
158 /// </summary>
159 /// <param name="localID"></param>
160 /// <param name="avName"></param>
161 /// <param name="position"></param>
162 /// <param name="velocity"></param>
163 /// <param name="size"></param>
164 /// <param name="isFlying"></param>
165 /// <returns></returns>
166 public virtual PhysicsActor AddAvatar(
167 uint localID, string avName, Vector3 position, Vector3 velocity, Vector3 size, bool isFlying)
168 {
169 PhysicsActor ret = AddAvatar(avName, position, velocity, size, isFlying);
170
171 if (ret != null)
172 ret.LocalID = localID;
173
174 return ret;
175 }
176
177 public virtual PhysicsActor AddAvatar(
178 uint localID, string avName, Vector3 position, Vector3 size, bool isFlying)
179 {
180 PhysicsActor ret = AddAvatar(localID, avName, position, Vector3.Zero, size, isFlying);
181 return ret;
182 }
183
184 public virtual PhysicsActor AddAvatar(
185 uint localID, string avName, Vector3 position, Vector3 size, float feetOffset, bool isFlying)
186 {
187 PhysicsActor ret = AddAvatar(localID, avName, position, Vector3.Zero, size, isFlying);
188 return ret;
189 }
190
191 /// <summary>
192 /// Remove an avatar.
193 /// </summary>
194 /// <param name="actor"></param>
195 public abstract void RemoveAvatar(PhysicsActor actor);
196
197 /// <summary>
198 /// Remove a prim.
199 /// </summary>
200 /// <param name="prim"></param>
201 public abstract void RemovePrim(PhysicsActor prim);
202
203 public abstract PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
204 Vector3 size, Quaternion rotation, bool isPhysical, uint localid);
205
206 public virtual PhysicsActor AddPrimShape(string primName, PhysicsActor parent, PrimitiveBaseShape pbs, Vector3 position,
207 uint localid, byte[] sdata)
208 {
209 return null;
210 }
211
212 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
213 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, uint localid)
214 {
215 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
216 }
217
218
219 public virtual PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position,
220 Vector3 size, Quaternion rotation, bool isPhysical, bool isPhantom, byte shapetype, uint localid)
221 {
222 return AddPrimShape(primName, pbs, position, size, rotation, isPhysical, localid);
223 }
224
225 public virtual float TimeDilation
226 {
227 get { return 1.0f; }
228 }
229
230 public virtual bool SupportsNINJAJoints
231 {
232 get { return false; }
233 }
234
235 public virtual PhysicsJoint RequestJointCreation(string objectNameInScene, PhysicsJointType jointType, Vector3 position,
236 Quaternion rotation, string parms, List<string> bodyNames, string trackedBodyName, Quaternion localRotation)
237 { return null; }
238
239 public virtual void RequestJointDeletion(string objectNameInScene)
240 { return; }
241
242 public virtual void RemoveAllJointsConnectedToActorThreadLocked(PhysicsActor actor)
243 { return; }
244
245 public virtual void DumpJointInfo()
246 { return; }
247
248 public event JointMoved OnJointMoved;
249
250 protected virtual void DoJointMoved(PhysicsJoint joint)
251 {
252 // We need this to allow subclasses (but not other classes) to invoke the event; C# does
253 // not allow subclasses to invoke the parent class event.
254 if (OnJointMoved != null)
255 {
256 OnJointMoved(joint);
257 }
258 }
259
260 public event JointDeactivated OnJointDeactivated;
261
262 protected virtual void DoJointDeactivated(PhysicsJoint joint)
263 {
264 // We need this to allow subclasses (but not other classes) to invoke the event; C# does
265 // not allow subclasses to invoke the parent class event.
266 if (OnJointDeactivated != null)
267 {
268 OnJointDeactivated(joint);
269 }
270 }
271
272 public event JointErrorMessage OnJointErrorMessage;
273
274 protected virtual void DoJointErrorMessage(PhysicsJoint joint, string message)
275 {
276 // We need this to allow subclasses (but not other classes) to invoke the event; C# does
277 // not allow subclasses to invoke the parent class event.
278 if (OnJointErrorMessage != null)
279 {
280 OnJointErrorMessage(joint, message);
281 }
282 }
283
284 public virtual Vector3 GetJointAnchor(PhysicsJoint joint)
285 { return Vector3.Zero; }
286
287 public virtual Vector3 GetJointAxis(PhysicsJoint joint)
288 { return Vector3.Zero; }
289
290 public abstract void AddPhysicsActorTaint(PhysicsActor prim);
291
292
293 public virtual void PrepareSimulation() { }
294
295 /// <summary>
296 /// Perform a simulation of the current physics scene over the given timestep.
297 /// </summary>
298 /// <param name="timeStep"></param>
299 /// <returns>The number of frames simulated over that period.</returns>
300 public abstract float Simulate(float timeStep);
301
302 /// <summary>
303 /// Get statistics about this scene.
304 /// </summary>
305 /// <remarks>This facility is currently experimental and subject to change.</remarks>
306 /// <returns>
307 /// A dictionary where the key is the statistic name. If no statistics are supplied then returns null.
308 /// </returns>
309 public virtual Dictionary<string, float> GetStats() { return null; }
310
311 public abstract void GetResults();
312
313 public abstract void SetTerrain(float[] heightMap);
314
315 public abstract void SetWaterLevel(float baseheight);
316
317 public abstract void DeleteTerrain();
318
319 public abstract void Dispose();
320
321 public abstract Dictionary<uint, float> GetTopColliders();
322
323 public abstract bool IsThreaded { get; }
324
325 /// <summary>
326 /// True if the physics plugin supports raycasting against the physics scene
327 /// </summary>
328 public virtual bool SupportsRayCast()
329 {
330 return false;
331 }
332
333 public virtual bool SupportsCombining()
334 {
335 return false;
336 }
337
338 public virtual void Combine(PhysicsScene pScene, Vector3 offset, Vector3 extents) {}
339 public virtual void CombineTerrain(float[] heightMap, Vector3 pOffset) {}
340 public virtual void UnCombine(PhysicsScene pScene) {}
341
342 /// <summary>
343 /// Queue a raycast against the physics scene.
344 /// The provided callback method will be called when the raycast is complete
345 ///
346 /// Many physics engines don't support collision testing at the same time as
347 /// manipulating the physics scene, so we queue the request up and callback
348 /// a custom method when the raycast is complete.
349 /// This allows physics engines that give an immediate result to callback immediately
350 /// and ones that don't, to callback when it gets a result back.
351 ///
352 /// ODE for example will not allow you to change the scene while collision testing or
353 /// it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene.
354 ///
355 /// This is named RayCastWorld to not conflict with modrex's Raycast method.
356 /// </summary>
357 /// <param name="position">Origin of the ray</param>
358 /// <param name="direction">Direction of the ray</param>
359 /// <param name="length">Length of ray in meters</param>
360 /// <param name="retMethod">Method to call when the raycast is complete</param>
361 public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, RaycastCallback retMethod)
362 {
363 if (retMethod != null)
364 retMethod(false, Vector3.Zero, 0, 999999999999f, Vector3.Zero);
365 }
366
367 public virtual void RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod)
368 {
369 if (retMethod != null)
370 retMethod(new List<ContactResult>());
371 }
372
373 public virtual List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
374 {
375 return new List<ContactResult>();
376 }
377
378 public virtual object RaycastWorld(Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags filter)
379 {
380 return null;
381 }
382
383 public virtual bool SupportsRaycastWorldFiltered()
384 {
385 return false;
386 }
387
388 public virtual List<ContactResult> RaycastActor(PhysicsActor actor, Vector3 position, Vector3 direction, float length, int Count, RayFilterFlags flags)
389 {
390 return new List<ContactResult>();
391 }
392
393 public virtual List<ContactResult> BoxProbe(Vector3 position, Vector3 size, Quaternion orientation, int Count, RayFilterFlags flags)
394 {
395 return new List<ContactResult>();
396 }
397
398 public virtual List<ContactResult> SphereProbe(Vector3 position, float radius, int Count, RayFilterFlags flags)
399 {
400 return new List<ContactResult>();
401 }
402
403 public virtual List<ContactResult> PlaneProbe(PhysicsActor actor, Vector4 plane, int Count, RayFilterFlags flags)
404 {
405 return new List<ContactResult>();
406 }
407
408 public virtual int SitAvatar(PhysicsActor actor, Vector3 AbsolutePosition, Vector3 CameraPosition, Vector3 offset, Vector3 AvatarSize, SitAvatarCallback PhysicsSitResponse)
409 {
410 return 0;
411 }
412
413 // Extendable interface for new, physics engine specific operations
414 public virtual object Extension(string pFunct, params object[] pParams)
415 {
416 // A NOP if the extension thing is not implemented by the physics engine
417 return null;
418 }
419 }
420}