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path: root/OpenSim/Region/Physics/Manager/PhysicsActor.cs
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/*
* 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)
            {
                OnRequestTerseUpdate();
            }
        }

        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)
            {
                OnOutOfBounds(pos);
            }
        }

        public virtual void SendCollisionUpdate(EventArgs e)
        {
            CollisionUpdate handler = OnCollisionUpdate;
            if (handler != null)
            {
                OnCollisionUpdate(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;
        }
    }
}