182 lines
6.0 KiB
C#
Executable File
182 lines
6.0 KiB
C#
Executable File
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.Text;
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using log4net;
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using OpenMetaverse;
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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public sealed class BSConstraintCollection : IDisposable
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{
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// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
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// private static readonly string LogHeader = "[CONSTRAINT COLLECTION]";
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delegate bool ConstraintAction(BSConstraint constrain);
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private List<BSConstraint> m_constraints;
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private BulletWorld m_world;
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public BSConstraintCollection(BulletWorld world)
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{
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m_world = world;
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m_constraints = new List<BSConstraint>();
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}
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public void Dispose()
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{
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this.Clear();
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}
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public void Clear()
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{
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lock (m_constraints)
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{
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foreach (BSConstraint cons in m_constraints)
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{
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cons.Dispose();
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}
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m_constraints.Clear();
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}
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}
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public bool AddConstraint(BSConstraint cons)
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{
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lock (m_constraints)
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{
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// There is only one constraint between any bodies. Remove any old just to make sure.
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RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
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m_constraints.Add(cons);
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}
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return true;
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}
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// Get the constraint between two bodies. There can be only one.
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// Return 'true' if a constraint was found.
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public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
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{
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bool found = false;
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BSConstraint foundConstraint = null;
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uint lookingID1 = body1.ID;
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uint lookingID2 = body2.ID;
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lock (m_constraints)
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{
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foreach (BSConstraint constrain in m_constraints)
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{
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if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
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|| (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
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{
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foundConstraint = constrain;
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found = true;
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break;
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}
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}
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}
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returnConstraint = foundConstraint;
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return found;
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}
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// Remove any constraint between the passed bodies.
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// Presumed there is only one such constraint possible.
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// Return 'true' if a constraint was found and destroyed.
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public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
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{
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bool ret = false;
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lock (m_constraints)
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{
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BSConstraint constrain;
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if (this.TryGetConstraint(body1, body2, out constrain))
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{
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// remove the constraint from our collection
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ret = RemoveAndDestroyConstraint(constrain);
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}
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}
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return ret;
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}
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// The constraint MUST exist in the collection
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// Could be called if the constraint was previously removed.
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// Return 'true' if the constraint was actually removed and disposed.
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public bool RemoveAndDestroyConstraint(BSConstraint constrain)
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{
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bool removed = false;
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lock (m_constraints)
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{
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// remove the constraint from our collection
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removed = m_constraints.Remove(constrain);
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}
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// Dispose() is safe to call multiple times
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constrain.Dispose();
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return removed;
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}
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// Remove all constraints that reference the passed body.
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// Return 'true' if any constraints were destroyed.
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public bool RemoveAndDestroyConstraint(BulletBody body1)
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{
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List<BSConstraint> toRemove = new List<BSConstraint>();
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uint lookingID = body1.ID;
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lock (m_constraints)
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{
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foreach (BSConstraint constrain in m_constraints)
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{
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if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
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{
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toRemove.Add(constrain);
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}
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}
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foreach (BSConstraint constrain in toRemove)
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{
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m_constraints.Remove(constrain);
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constrain.Dispose();
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}
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}
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return (toRemove.Count > 0);
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}
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public bool RecalculateAllConstraints()
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{
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bool ret = false;
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lock (m_constraints)
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{
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foreach (BSConstraint constrain in m_constraints)
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{
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constrain.CalculateTransforms();
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ret = true;
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}
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}
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return ret;
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}
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}
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}
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