/*
* 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:
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* 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 OpenSimulator 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
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* 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 log4net;
using System;
using System.Collections.Generic;
using System.Reflection;
using OpenSim.Framework;
using OpenMetaverse;
namespace OpenSim.Region.PhysicsModules.SharedBase
{
public delegate void PositionUpdate(Vector3 position);
public delegate void VelocityUpdate(Vector3 velocity);
public delegate void OrientationUpdate(Quaternion orientation);
public enum ActorTypes : int
{
Unknown = 0,
Agent = 1,
Prim = 2,
Ground = 3,
Water = 4
}
public enum PIDHoverType
{
Ground,
GroundAndWater,
Water,
Absolute
}
public struct ContactPoint
{
public Vector3 Position;
public Vector3 SurfaceNormal;
public float PenetrationDepth;
public float RelativeSpeed;
public bool CharacterFeet;
public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth)
{
Position = position;
SurfaceNormal = surfaceNormal;
PenetrationDepth = penetrationDepth;
RelativeSpeed = 0f; // for now let this one be set explicity
CharacterFeet = true; // keep other plugins work as before
}
public ContactPoint(Vector3 position, Vector3 surfaceNormal, float penetrationDepth, bool feet)
{
Position = position;
SurfaceNormal = surfaceNormal;
PenetrationDepth = penetrationDepth;
RelativeSpeed = 0f; // for now let this one be set explicity
CharacterFeet = feet; // keep other plugins work as before
}
}
public struct ContactData
{
public float mu;
public float bounce;
public bool softcolide;
public ContactData(float _mu, float _bounce, bool _softcolide)
{
mu = _mu;
bounce = _bounce;
softcolide = _softcolide;
}
}
///
/// Used to pass collision information to OnCollisionUpdate listeners.
///
public class CollisionEventUpdate : EventArgs
{
///
/// Number of collision events in this update.
///
public int Count { get { return m_objCollisionList.Count; } }
public bool CollisionsOnPreviousFrame { get; private set; }
public Dictionary m_objCollisionList;
public CollisionEventUpdate(Dictionary objCollisionList)
{
m_objCollisionList = objCollisionList;
}
public CollisionEventUpdate()
{
m_objCollisionList = new Dictionary();
}
public void AddCollider(uint localID, ContactPoint contact)
{
if (!m_objCollisionList.ContainsKey(localID))
{
m_objCollisionList.Add(localID, contact);
}
else
{
float lastVel = m_objCollisionList[localID].RelativeSpeed;
if (m_objCollisionList[localID].PenetrationDepth < contact.PenetrationDepth)
{
if(Math.Abs(lastVel) > Math.Abs(contact.RelativeSpeed))
contact.RelativeSpeed = lastVel;
m_objCollisionList[localID] = contact;
}
else if(Math.Abs(lastVel) < Math.Abs(contact.RelativeSpeed))
{
ContactPoint tmp = m_objCollisionList[localID];
tmp.RelativeSpeed = contact.RelativeSpeed;
m_objCollisionList[localID] = tmp;
}
}
}
///
/// Clear added collision events.
///
public void Clear()
{
m_objCollisionList.Clear();
}
}
public abstract class PhysicsActor
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
public delegate void RequestTerseUpdate();
public delegate void CollisionUpdate(EventArgs e);
public delegate void OutOfBounds(Vector3 pos);
// disable warning: public events
#pragma warning disable 67
public event PositionUpdate OnPositionUpdate;
public event VelocityUpdate OnVelocityUpdate;
public event OrientationUpdate OnOrientationUpdate;
public event RequestTerseUpdate OnRequestTerseUpdate;
///
/// Subscribers to this event must synchronously handle the dictionary of collisions received, since the event
/// object is reused in subsequent physics frames.
///
public event CollisionUpdate OnCollisionUpdate;
public event OutOfBounds OnOutOfBounds;
#pragma warning restore 67
public static PhysicsActor Null
{
get { return new NullPhysicsActor(); }
}
public virtual bool Building { get; set; }
public virtual void getContactData(ref ContactData cdata)
{
cdata.mu = 0;
cdata.bounce = 0;
}
public abstract bool Stopped { get; }
public abstract Vector3 Size { get; set; }
public virtual void setAvatarSize(Vector3 size, float feetOffset)
{
Size = size;
}
public virtual bool Phantom { get; set; }
public virtual bool IsVolumeDtc
{
get { return false; }
set { return; }
}
public virtual byte PhysicsShapeType { get; set; }
public abstract PrimitiveBaseShape Shape { set; }
uint m_baseLocalID;
public virtual uint LocalID
{
set { m_baseLocalID = value; }
get { return m_baseLocalID; }
}
public abstract bool Grabbed { set; }
public abstract bool Selected { set; }
///
/// Name of this actor.
///
///
/// XXX: Bizarrely, this cannot be "Terrain" or "Water" right now unless it really is simulating terrain or
/// water. This is not a problem due to the formatting of names given by prims and avatars.
///
public string Name { get; set; }
///
/// This is being used by ODE joint code.
///
public string SOPName;
public abstract void CrossingFailure();
public abstract void link(PhysicsActor obj);
public abstract void delink();
public abstract void LockAngularMotion(byte axislocks);
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(Vector3 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;
// m_log.DebugFormat("[PHYSICS ACTOR]: Sending collision for {0}", LocalID);
if (handler != null)
handler(e);
}
public virtual void SetMaterial (int material) { }
public virtual float Density { get; set; }
public virtual float GravModifier { get; set; }
public virtual float Friction { get; set; }
public virtual float Restitution { get; set; }
///
/// Position of this actor.
///
///
/// Setting this directly moves the actor to a given position.
/// Getting this retrieves the position calculated by physics scene updates, using factors such as velocity and
/// collisions.
///
public abstract Vector3 Position { get; set; }
public abstract float Mass { get; }
public abstract Vector3 Force { get; set; }
public abstract int VehicleType { get; set; }
public abstract void VehicleFloatParam(int param, float value);
public abstract void VehicleVectorParam(int param, Vector3 value);
public abstract void VehicleRotationParam(int param, Quaternion rotation);
public abstract void VehicleFlags(int param, bool remove);
// This is an overridable version of SetVehicle() that works for all physics engines.
// This is VERY inefficient. It behoves any physics engine to override this and
// implement a more efficient setting of all the vehicle parameters.
public virtual void SetVehicle(object pvdata)
{
VehicleData vdata = (VehicleData)pvdata;
// vehicleActor.ProcessSetVehicle((VehicleData)vdata);
this.VehicleType = (int)vdata.m_type;
this.VehicleFlags(-1, false); // clears all flags
this.VehicleFlags((int)vdata.m_flags, false);
// Linear properties
this.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_DIRECTION, vdata.m_linearMotorDirection);
this.VehicleVectorParam((int)Vehicle.LINEAR_FRICTION_TIMESCALE, vdata.m_linearFrictionTimescale);
this.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_DECAY_TIMESCALE, vdata.m_linearMotorDecayTimescale);
this.VehicleFloatParam((int)Vehicle.LINEAR_MOTOR_TIMESCALE, vdata.m_linearMotorTimescale);
this.VehicleVectorParam((int)Vehicle.LINEAR_MOTOR_OFFSET, vdata.m_linearMotorOffset);
//Angular properties
this.VehicleVectorParam((int)Vehicle.ANGULAR_MOTOR_DIRECTION, vdata.m_angularMotorDirection);
this.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_TIMESCALE, vdata.m_angularMotorTimescale);
this.VehicleFloatParam((int)Vehicle.ANGULAR_MOTOR_DECAY_TIMESCALE, vdata.m_angularMotorDecayTimescale);
this.VehicleVectorParam((int)Vehicle.ANGULAR_FRICTION_TIMESCALE, vdata.m_angularFrictionTimescale);
//Deflection properties
this.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_EFFICIENCY, vdata.m_angularDeflectionEfficiency);
this.VehicleFloatParam((int)Vehicle.ANGULAR_DEFLECTION_TIMESCALE, vdata.m_angularDeflectionTimescale);
this.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_EFFICIENCY, vdata.m_linearDeflectionEfficiency);
this.VehicleFloatParam((int)Vehicle.LINEAR_DEFLECTION_TIMESCALE, vdata.m_linearDeflectionTimescale);
//Banking properties
this.VehicleFloatParam((int)Vehicle.BANKING_EFFICIENCY, vdata.m_bankingEfficiency);
this.VehicleFloatParam((int)Vehicle.BANKING_MIX, vdata.m_bankingMix);
this.VehicleFloatParam((int)Vehicle.BANKING_TIMESCALE, vdata.m_bankingTimescale);
//Hover and Buoyancy properties
this.VehicleFloatParam((int)Vehicle.HOVER_HEIGHT, vdata.m_VhoverHeight);
this.VehicleFloatParam((int)Vehicle.HOVER_EFFICIENCY, vdata.m_VhoverEfficiency);
this.VehicleFloatParam((int)Vehicle.HOVER_TIMESCALE, vdata.m_VhoverTimescale);
this.VehicleFloatParam((int)Vehicle.BUOYANCY, vdata.m_VehicleBuoyancy);
//Attractor properties
this.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, vdata.m_verticalAttractionEfficiency);
this.VehicleFloatParam((int)Vehicle.VERTICAL_ATTRACTION_TIMESCALE, vdata.m_verticalAttractionTimescale);
this.VehicleRotationParam((int)Vehicle.REFERENCE_FRAME, vdata.m_referenceFrame);
}
///
/// Allows the detection of collisions with inherently non-physical prims. see llVolumeDetect for more
///
public abstract void SetVolumeDetect(int param);
public abstract Vector3 GeometricCenter { get; }
public abstract Vector3 CenterOfMass { get; }
public virtual float PhysicsCost
{
get
{
return 0.1f;
}
}
public virtual float StreamCost
{
get
{
return 1.0f;
}
}
///
/// The desired velocity of this actor.
///
///
/// Setting this provides a target velocity for physics scene updates.
/// Getting this returns the last set target. Fetch Velocity to get the current velocity.
///
protected Vector3 m_targetVelocity;
public virtual Vector3 TargetVelocity
{
get { return m_targetVelocity; }
set {
m_targetVelocity = value;
Velocity = m_targetVelocity;
}
}
public abstract Vector3 Velocity { get; set; }
public virtual Vector3 rootVelocity { get { return Vector3.Zero; } }
public abstract Vector3 Torque { get; set; }
public abstract float CollisionScore { get; set;}
public abstract Vector3 Acceleration { get; set; }
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 bool FloatOnWater { set; }
public abstract Vector3 RotationalVelocity { get; set; }
public abstract bool Kinematic { get; set; }
public abstract float Buoyancy { get; set; }
// Used for MoveTo
public abstract Vector3 PIDTarget { set; }
public abstract bool PIDActive { get; set; }
public abstract float PIDTau { set; }
// Used for llSetHoverHeight and maybe vehicle height
// Hover Height will override MoveTo target's Z
public abstract bool PIDHoverActive {get; set;}
public abstract float PIDHoverHeight { set;}
public abstract PIDHoverType PIDHoverType { set;}
public abstract float PIDHoverTau { set;}
// For RotLookAt
public abstract Quaternion APIDTarget { set;}
public abstract bool APIDActive { set;}
public abstract float APIDStrength { set;}
public abstract float APIDDamping { set;}
public abstract void AddForce(Vector3 force, bool pushforce);
public abstract void AddAngularForce(Vector3 force, bool pushforce);
public abstract void SetMomentum(Vector3 momentum);
public abstract void SubscribeEvents(int ms);
public abstract void UnSubscribeEvents();
public abstract bool SubscribedEvents();
public virtual void AddCollisionEvent(uint CollidedWith, ContactPoint contact) { }
// Warning in a parent part it returns itself, not null
public virtual PhysicsActor ParentActor { get { return this; } }
// Extendable interface for new, physics engine specific operations
public virtual object Extension(string pFunct, params object[] pParams)
{
// A NOP of the physics engine does not implement this feature
return null;
}
}
public class NullPhysicsActor : PhysicsActor
{
private ActorTypes m_actorType = ActorTypes.Unknown;
public override bool Stopped
{
get{ return true; }
}
public override Vector3 Position
{
get { return Vector3.Zero; }
set { return; }
}
public override bool SetAlwaysRun
{
get { return false; }
set { return; }
}
public override uint LocalID
{
get { return 0; }
set { return; }
}
public override bool Grabbed
{
set { return; }
}
public override bool Selected
{
set { return; }
}
public override float Buoyancy
{
get { return 0f; }
set { return; }
}
public override bool FloatOnWater
{
set { return; }
}
public override bool CollidingGround
{
get { return false; }
set { return; }
}
public override bool CollidingObj
{
get { return false; }
set { return; }
}
public override Vector3 Size
{
get { return Vector3.Zero; }
set { return; }
}
public override float Mass
{
get { return 0f; }
}
public override Vector3 Force
{
get { return Vector3.Zero; }
set { return; }
}
public override int VehicleType
{
get { return 0; }
set { return; }
}
public override void VehicleFloatParam(int param, float value) {}
public override void VehicleVectorParam(int param, Vector3 value) { }
public override void VehicleRotationParam(int param, Quaternion rotation) { }
public override void VehicleFlags(int param, bool remove) { }
public override void SetVolumeDetect(int param) {}
public override void SetMaterial(int material) {}
public override Vector3 CenterOfMass { get { return Vector3.Zero; }}
public override Vector3 GeometricCenter { get { return Vector3.Zero; }}
public override PrimitiveBaseShape Shape { set { return; }}
public override Vector3 Velocity
{
get { return Vector3.Zero; }
set { return; }
}
public override Vector3 Torque
{
get { return Vector3.Zero; }
set { return; }
}
public override float CollisionScore
{
get { return 0f; }
set { }
}
public override void CrossingFailure() {}
public override Quaternion Orientation
{
get { return Quaternion.Identity; }
set { }
}
public override Vector3 Acceleration
{
get { return Vector3.Zero; }
set { }
}
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)m_actorType; }
set {
ActorTypes type = (ActorTypes)value;
switch (type)
{
case ActorTypes.Ground:
case ActorTypes.Water:
m_actorType = type;
break;
default:
m_actorType = ActorTypes.Unknown;
break;
}
}
}
public override bool Kinematic
{
get { return true; }
set { return; }
}
public override void link(PhysicsActor obj) { }
public override void delink() { }
public override void LockAngularMotion(byte axislocks) { }
public override void AddForce(Vector3 force, bool pushforce) { }
public override void AddAngularForce(Vector3 force, bool pushforce) { }
public override Vector3 RotationalVelocity
{
get { return Vector3.Zero; }
set { return; }
}
public override Vector3 PIDTarget { set { return; } }
public override bool PIDActive
{
get { return false; }
set { return; }
}
public override float PIDTau { set { return; } }
public override float PIDHoverHeight { set { return; } }
public override bool PIDHoverActive {get {return false;} set { return; } }
public override PIDHoverType PIDHoverType { set { return; } }
public override float PIDHoverTau { set { return; } }
public override Quaternion APIDTarget { set { return; } }
public override bool APIDActive { set { return; } }
public override float APIDStrength { set { return; } }
public override float APIDDamping { set { return; } }
public override void SetMomentum(Vector3 momentum) { }
public override void SubscribeEvents(int ms) { }
public override void UnSubscribeEvents() { }
public override bool SubscribedEvents() { return false; }
}
}