/* * 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 copyrightD * 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 * 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 System.Text; namespace OpenSim.Region.Physics.BulletSPlugin { public class BSActorCollection { private BSScene m_physicsScene { get; set; } private Dictionary m_actors; public BSActorCollection(BSScene physicsScene) { m_physicsScene = physicsScene; m_actors = new Dictionary(); } public void Add(string name, BSActor actor) { lock (m_actors) { if (!m_actors.ContainsKey(name)) { m_actors[name] = actor; } } } public bool RemoveAndRelease(string name) { bool ret = false; lock (m_actors) { if (m_actors.ContainsKey(name)) { BSActor beingRemoved = m_actors[name]; m_actors.Remove(name); beingRemoved.Dispose(); ret = true; } } return ret; } public void Clear() { lock (m_actors) { Release(); m_actors.Clear(); } } public void Dispose() { Clear(); } public bool HasActor(string name) { return m_actors.ContainsKey(name); } public bool TryGetActor(string actorName, out BSActor theActor) { return m_actors.TryGetValue(actorName, out theActor); } public void ForEachActor(Action act) { lock (m_actors) { foreach (KeyValuePair kvp in m_actors) act(kvp.Value); } } public void Enable(bool enabl) { ForEachActor(a => a.SetEnabled(enabl)); } public void Release() { ForEachActor(a => a.Dispose()); } public void Refresh() { ForEachActor(a => a.Refresh()); } public void RemoveDependencies() { ForEachActor(a => a.RemoveDependencies()); } } // ============================================================================= /// /// Each physical object can have 'actors' who are pushing the object around. /// This can be used for hover, locking axis, making vehicles, etc. /// Each physical object can have multiple actors acting on it. /// /// An actor usually registers itself with physics scene events (pre-step action) /// and modifies the parameters on the host physical object. /// public abstract class BSActor { protected BSScene m_physicsScene { get; private set; } protected BSPhysObject m_controllingPrim { get; private set; } public virtual bool Enabled { get; set; } public string ActorName { get; private set; } public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) { m_physicsScene = physicsScene; m_controllingPrim = pObj; ActorName = actorName; Enabled = true; } // Return 'true' if activily updating the prim public virtual bool isActive { get { return Enabled; } } // Turn the actor on an off. Only used by ActorCollection to set all enabled/disabled. // Anyone else should assign true/false to 'Enabled'. public void SetEnabled(bool setEnabled) { Enabled = setEnabled; } // Release any connections and resources used by the actor. public abstract void Dispose(); // Called when physical parameters (properties set in Bullet) need to be re-applied. public abstract void Refresh(); // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). // Register a prestep action to restore physical requirements before the next simulation step. public abstract void RemoveDependencies(); } }