clockwerk-opensim-stable – Blame information for rev 1
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1 | vero | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyrightD |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | using System; |
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28 | using System.Collections.Generic; |
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29 | using System.Text; |
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30 | |||
31 | namespace OpenSim.Region.Physics.BulletSPlugin |
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32 | { |
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33 | public class BSActorCollection |
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34 | { |
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35 | private BSScene m_physicsScene { get; set; } |
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36 | private Dictionary<string, BSActor> m_actors; |
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37 | |||
38 | public BSActorCollection(BSScene physicsScene) |
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39 | { |
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40 | m_physicsScene = physicsScene; |
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41 | m_actors = new Dictionary<string, BSActor>(); |
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42 | } |
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43 | public void Add(string name, BSActor actor) |
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44 | { |
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45 | lock (m_actors) |
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46 | { |
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47 | if (!m_actors.ContainsKey(name)) |
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48 | { |
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49 | m_actors[name] = actor; |
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50 | } |
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51 | } |
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52 | } |
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53 | public bool RemoveAndRelease(string name) |
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54 | { |
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55 | bool ret = false; |
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56 | lock (m_actors) |
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57 | { |
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58 | if (m_actors.ContainsKey(name)) |
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59 | { |
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60 | BSActor beingRemoved = m_actors[name]; |
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61 | m_actors.Remove(name); |
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62 | beingRemoved.Dispose(); |
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63 | ret = true; |
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64 | } |
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65 | } |
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66 | return ret; |
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67 | } |
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68 | public void Clear() |
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69 | { |
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70 | lock (m_actors) |
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71 | { |
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72 | ForEachActor(a => a.Dispose()); |
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73 | m_actors.Clear(); |
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74 | } |
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75 | } |
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76 | public void Dispose() |
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77 | { |
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78 | Clear(); |
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79 | } |
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80 | public bool HasActor(string name) |
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81 | { |
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82 | return m_actors.ContainsKey(name); |
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83 | } |
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84 | public bool TryGetActor(string actorName, out BSActor theActor) |
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85 | { |
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86 | return m_actors.TryGetValue(actorName, out theActor); |
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87 | } |
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88 | public void ForEachActor(Action<BSActor> act) |
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89 | { |
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90 | lock (m_actors) |
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91 | { |
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92 | foreach (KeyValuePair<string, BSActor> kvp in m_actors) |
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93 | act(kvp.Value); |
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94 | } |
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95 | } |
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96 | |||
97 | public void Enable(bool enabl) |
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98 | { |
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99 | ForEachActor(a => a.SetEnabled(enabl)); |
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100 | } |
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101 | public void Refresh() |
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102 | { |
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103 | ForEachActor(a => a.Refresh()); |
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104 | } |
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105 | public void RemoveDependencies() |
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106 | { |
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107 | ForEachActor(a => a.RemoveDependencies()); |
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108 | } |
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109 | } |
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110 | |||
111 | // ============================================================================= |
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112 | /// <summary> |
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113 | /// Each physical object can have 'actors' who are pushing the object around. |
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114 | /// This can be used for hover, locking axis, making vehicles, etc. |
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115 | /// Each physical object can have multiple actors acting on it. |
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116 | /// |
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117 | /// An actor usually registers itself with physics scene events (pre-step action) |
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118 | /// and modifies the parameters on the host physical object. |
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119 | /// </summary> |
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120 | public abstract class BSActor |
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121 | { |
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122 | protected BSScene m_physicsScene { get; private set; } |
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123 | protected BSPhysObject m_controllingPrim { get; private set; } |
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124 | public virtual bool Enabled { get; set; } |
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125 | public string ActorName { get; private set; } |
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126 | |||
127 | public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) |
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128 | { |
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129 | m_physicsScene = physicsScene; |
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130 | m_controllingPrim = pObj; |
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131 | ActorName = actorName; |
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132 | Enabled = true; |
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133 | } |
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134 | |||
135 | // Return 'true' if activily updating the prim |
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136 | public virtual bool isActive |
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137 | { |
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138 | get { return Enabled; } |
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139 | } |
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140 | |||
141 | // Turn the actor on an off. Only used by ActorCollection to set all enabled/disabled. |
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142 | // Anyone else should assign true/false to 'Enabled'. |
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143 | public void SetEnabled(bool setEnabled) |
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144 | { |
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145 | Enabled = setEnabled; |
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146 | } |
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147 | // Release any connections and resources used by the actor. |
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148 | public abstract void Dispose(); |
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149 | // Called when physical parameters (properties set in Bullet) need to be re-applied. |
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150 | public abstract void Refresh(); |
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151 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). |
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152 | // Register a prestep action to restore physical requirements before the next simulation step. |
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153 | public abstract void RemoveDependencies(); |
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154 | |||
155 | } |
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156 | } |