BSConstraintCollection.cs 5.9 KB

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  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. using log4net;
  31. using OpenMetaverse;
  32. namespace OpenSim.Region.Physics.BulletSNPlugin
  33. {
  34. public sealed class BSConstraintCollection : IDisposable
  35. {
  36. // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
  37. // private static readonly string LogHeader = "[CONSTRAINT COLLECTION]";
  38. delegate bool ConstraintAction(BSConstraint constrain);
  39. private List<BSConstraint> m_constraints;
  40. private BulletWorld m_world;
  41. public BSConstraintCollection(BulletWorld world)
  42. {
  43. m_world = world;
  44. m_constraints = new List<BSConstraint>();
  45. }
  46. public void Dispose()
  47. {
  48. this.Clear();
  49. }
  50. public void Clear()
  51. {
  52. lock (m_constraints)
  53. {
  54. foreach (BSConstraint cons in m_constraints)
  55. {
  56. cons.Dispose();
  57. }
  58. m_constraints.Clear();
  59. }
  60. }
  61. public bool AddConstraint(BSConstraint cons)
  62. {
  63. lock (m_constraints)
  64. {
  65. // There is only one constraint between any bodies. Remove any old just to make sure.
  66. RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
  67. m_constraints.Add(cons);
  68. }
  69. return true;
  70. }
  71. // Get the constraint between two bodies. There can be only one.
  72. // Return 'true' if a constraint was found.
  73. public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
  74. {
  75. bool found = false;
  76. BSConstraint foundConstraint = null;
  77. uint lookingID1 = body1.ID;
  78. uint lookingID2 = body2.ID;
  79. lock (m_constraints)
  80. {
  81. foreach (BSConstraint constrain in m_constraints)
  82. {
  83. if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
  84. || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
  85. {
  86. foundConstraint = constrain;
  87. found = true;
  88. break;
  89. }
  90. }
  91. }
  92. returnConstraint = foundConstraint;
  93. return found;
  94. }
  95. // Remove any constraint between the passed bodies.
  96. // Presumed there is only one such constraint possible.
  97. // Return 'true' if a constraint was found and destroyed.
  98. public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
  99. {
  100. bool ret = false;
  101. lock (m_constraints)
  102. {
  103. BSConstraint constrain;
  104. if (this.TryGetConstraint(body1, body2, out constrain))
  105. {
  106. // remove the constraint from our collection
  107. RemoveAndDestroyConstraint(constrain);
  108. ret = true;
  109. }
  110. }
  111. return ret;
  112. }
  113. // The constraint MUST exist in the collection
  114. public bool RemoveAndDestroyConstraint(BSConstraint constrain)
  115. {
  116. lock (m_constraints)
  117. {
  118. // remove the constraint from our collection
  119. m_constraints.Remove(constrain);
  120. }
  121. // tell the engine that all its structures need to be freed
  122. constrain.Dispose();
  123. // we destroyed something
  124. return true;
  125. }
  126. // Remove all constraints that reference the passed body.
  127. // Return 'true' if any constraints were destroyed.
  128. public bool RemoveAndDestroyConstraint(BulletBody body1)
  129. {
  130. List<BSConstraint> toRemove = new List<BSConstraint>();
  131. uint lookingID = body1.ID;
  132. lock (m_constraints)
  133. {
  134. foreach (BSConstraint constrain in m_constraints)
  135. {
  136. if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
  137. {
  138. toRemove.Add(constrain);
  139. }
  140. }
  141. foreach (BSConstraint constrain in toRemove)
  142. {
  143. m_constraints.Remove(constrain);
  144. constrain.Dispose();
  145. }
  146. }
  147. return (toRemove.Count > 0);
  148. }
  149. public bool RecalculateAllConstraints()
  150. {
  151. bool ret = false;
  152. lock (m_constraints)
  153. {
  154. foreach (BSConstraint constrain in m_constraints)
  155. {
  156. constrain.CalculateTransforms();
  157. ret = true;
  158. }
  159. }
  160. return ret;
  161. }
  162. }
  163. }