clockwerk-opensim-stable – Blame information for rev 1

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