123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154 |
- /*
- * 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:
- * * Redistributions of source code must retain the above copyright
- * 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
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Text;
- namespace OpenSim.Region.PhysicsModule.BulletS
- {
- public class BSActorCollection
- {
- private Dictionary<string, BSActor> m_actors;
- public BSActorCollection()
- {
- 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)
- {
- ForEachActor(a => a.Dispose());
- 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 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();
- }
- }
|