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