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- /*
- * 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;
- using log4net;
- using OpenMetaverse;
- namespace OpenSim.Region.Physics.BulletSNPlugin
- {
- public sealed class BSConstraintCollection : IDisposable
- {
- // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
- // private static readonly string LogHeader = "[CONSTRAINT COLLECTION]";
- delegate bool ConstraintAction(BSConstraint constrain);
- private List<BSConstraint> m_constraints;
- private BulletWorld m_world;
- public BSConstraintCollection(BulletWorld world)
- {
- m_world = world;
- m_constraints = new List<BSConstraint>();
- }
- public void Dispose()
- {
- this.Clear();
- }
- public void Clear()
- {
- lock (m_constraints)
- {
- foreach (BSConstraint cons in m_constraints)
- {
- cons.Dispose();
- }
- m_constraints.Clear();
- }
- }
- public bool AddConstraint(BSConstraint cons)
- {
- lock (m_constraints)
- {
- // There is only one constraint between any bodies. Remove any old just to make sure.
- RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
- m_constraints.Add(cons);
- }
- return true;
- }
- // Get the constraint between two bodies. There can be only one.
- // Return 'true' if a constraint was found.
- public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
- {
- bool found = false;
- BSConstraint foundConstraint = null;
- uint lookingID1 = body1.ID;
- uint lookingID2 = body2.ID;
- lock (m_constraints)
- {
- foreach (BSConstraint constrain in m_constraints)
- {
- if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
- || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
- {
- foundConstraint = constrain;
- found = true;
- break;
- }
- }
- }
- returnConstraint = foundConstraint;
- return found;
- }
- // Remove any constraint between the passed bodies.
- // Presumed there is only one such constraint possible.
- // Return 'true' if a constraint was found and destroyed.
- public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
- {
- bool ret = false;
- lock (m_constraints)
- {
- BSConstraint constrain;
- if (this.TryGetConstraint(body1, body2, out constrain))
- {
- // remove the constraint from our collection
- RemoveAndDestroyConstraint(constrain);
- ret = true;
- }
- }
- return ret;
- }
- // The constraint MUST exist in the collection
- public bool RemoveAndDestroyConstraint(BSConstraint constrain)
- {
- lock (m_constraints)
- {
- // remove the constraint from our collection
- m_constraints.Remove(constrain);
- }
- // tell the engine that all its structures need to be freed
- constrain.Dispose();
- // we destroyed something
- return true;
- }
- // Remove all constraints that reference the passed body.
- // Return 'true' if any constraints were destroyed.
- public bool RemoveAndDestroyConstraint(BulletBody body1)
- {
- List<BSConstraint> toRemove = new List<BSConstraint>();
- uint lookingID = body1.ID;
- lock (m_constraints)
- {
- foreach (BSConstraint constrain in m_constraints)
- {
- if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
- {
- toRemove.Add(constrain);
- }
- }
- foreach (BSConstraint constrain in toRemove)
- {
- m_constraints.Remove(constrain);
- constrain.Dispose();
- }
- }
- return (toRemove.Count > 0);
- }
- public bool RecalculateAllConstraints()
- {
- bool ret = false;
- lock (m_constraints)
- {
- foreach (BSConstraint constrain in m_constraints)
- {
- constrain.CalculateTransforms();
- ret = true;
- }
- }
- return ret;
- }
- }
- }
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