mirror of
https://github.com/opensim/opensim.git
synced 2026-06-06 11:25:46 +08:00
* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
372 lines
10 KiB
C#
372 lines
10 KiB
C#
/*
|
|
* 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 uint LocalID { 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 uint LocalID
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
} |