OpenSimMirror/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs

161 lines
5.3 KiB
C#
Executable File

/*
* 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:
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* 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
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* 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<string, BSActor> m_actors;
public BSActorCollection(BSScene physicsScene)
{
m_physicsScene = physicsScene;
m_actors = new Dictionary<string, BSActor>();
}
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<BSActor> act)
{
lock (m_actors)
{
foreach (KeyValuePair<string, BSActor> 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());
}
}
// =============================================================================
/// <summary>
/// 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.
/// </summary>
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();
}
}