1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
|
/*
* 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 System;
using System.Collections.Generic;
using Axiom.Math;
using OpenSim.Framework;
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<uint> m_objCollisionList;
public CollisionEventUpdate(uint localID, int colliderType, bool startOrEnd, List<uint> 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);
public delegate void OutOfBounds(PhysicsVector pos);
#pragma warning disable 67
public event PositionUpdate OnPositionUpdate;
public event VelocityUpdate OnVelocityUpdate;
public event OrientationUpdate OnOrientationUpdate;
public event RequestTerseUpdate OnRequestTerseUpdate;
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 PhysicsVector Size { get; set; }
public abstract PrimitiveBaseShape Shape { set; }
public abstract bool Grabbed { set; }
public abstract bool Selected { set; }
public abstract void CrossingFailure();
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(PhysicsVector 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;
if (handler != null)
{
handler(e);
}
}
public abstract PhysicsVector Position { get; set; }
public abstract float Mass { get; }
public abstract PhysicsVector Force { get; }
public abstract PhysicsVector GeometricCenter { get; }
public abstract PhysicsVector CenterOfMass { get; }
public abstract PhysicsVector Velocity { get; set; }
public abstract float CollisionScore { get;}
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 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 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 bool Stopped
{
get{ return false; }
}
public override PhysicsVector Position
{
get { return PhysicsVector.Zero; }
set { return; }
}
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
public override bool Grabbed
{
set { return; }
}
public override bool Selected
{
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 float Mass
{
get { return 0f; }
}
public override PhysicsVector Force
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector CenterOfMass
{
get { return PhysicsVector.Zero; }
}
public override PhysicsVector GeometricCenter
{
get { return PhysicsVector.Zero; }
}
public override PrimitiveBaseShape Shape
{
set { return; }
}
public override PhysicsVector Velocity
{
get { return PhysicsVector.Zero; }
set { return; }
}
public override float CollisionScore
{
get { return 0f; }
}
public override void CrossingFailure()
{
}
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;
}
}
}
|