/* * 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 Axiom.Math; using OpenSim.Framework; using System; using System.Collections.Generic; 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 } 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; public List m_objCollisionList; public CollisionEventUpdate(uint localID, int colliderType, bool startOrEnd, List objCollisionList) { 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); #pragma warning disable 67 public event PositionUpdate OnPositionUpdate; public event VelocityUpdate OnVelocityUpdate; public event OrientationUpdate OnOrientationUpdate; public event RequestTerseUpdate OnRequestTerseUpdate; public event CollisionUpdate OnCollisionUpdate; #pragma warning restore 67 public static PhysicsActor Null { get { return new NullPhysicsActor(); } } public abstract PhysicsVector Size { get; set; } public abstract PrimitiveBaseShape Shape { set; } 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) { OnRequestTerseUpdate(); } } public virtual void SendCollisionUpdate(EventArgs e) { CollisionUpdate handler = OnCollisionUpdate; if (handler != null) { OnCollisionUpdate(e); } } public abstract PhysicsVector Position { get; set; } public abstract PhysicsVector Velocity { get; set; } 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 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 class NullPhysicsActor : PhysicsActor { public override PhysicsVector Position { get { return PhysicsVector.Zero; } 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 PrimitiveBaseShape Shape { set { return; } } public override PhysicsVector Velocity { get { return PhysicsVector.Zero; } set { return; } } 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; } } }