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authorMelanie Thielker2014-06-21 00:39:55 +0200
committerMelanie Thielker2014-06-21 00:39:55 +0200
commit159fcbf150b7da0e229b29aa7b94793484543d12 (patch)
treeb8c0ff3b4c758a3fba8315b556c923ef4c02a185 /OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
parentMerge commit '68c8633ba18f0a11cfc0ed04d1d0c7c59e6cec76' (diff)
parentMerge branch 'master' into careminster (diff)
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Merge branch 'master' of ssh://3dhosting.de/var/git/careminster
Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActors.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActors.cs67
1 files changed, 46 insertions, 21 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
index 5a19ba4..e0ccc50 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
@@ -32,56 +32,79 @@ namespace OpenSim.Region.Physics.BulletSPlugin
32{ 32{
33public class BSActorCollection 33public class BSActorCollection
34{ 34{
35 private BSScene PhysicsScene { get; set; } 35 private BSScene m_physicsScene { get; set; }
36 private Dictionary<string, BSActor> m_actors; 36 private Dictionary<string, BSActor> m_actors;
37 37
38 public BSActorCollection(BSScene physicsScene) 38 public BSActorCollection(BSScene physicsScene)
39 { 39 {
40 PhysicsScene = physicsScene; 40 m_physicsScene = physicsScene;
41 m_actors = new Dictionary<string, BSActor>(); 41 m_actors = new Dictionary<string, BSActor>();
42 } 42 }
43 public void Add(string name, BSActor actor) 43 public void Add(string name, BSActor actor)
44 { 44 {
45 m_actors[name] = actor; 45 lock (m_actors)
46 {
47 if (!m_actors.ContainsKey(name))
48 {
49 m_actors[name] = actor;
50 }
51 }
46 } 52 }
47 public bool RemoveAndRelease(string name) 53 public bool RemoveAndRelease(string name)
48 { 54 {
49 bool ret = false; 55 bool ret = false;
50 if (m_actors.ContainsKey(name)) 56 lock (m_actors)
51 { 57 {
52 BSActor beingRemoved = m_actors[name]; 58 if (m_actors.ContainsKey(name))
53 beingRemoved.Dispose(); 59 {
54 m_actors.Remove(name); 60 BSActor beingRemoved = m_actors[name];
55 ret = true; 61 m_actors.Remove(name);
62 beingRemoved.Dispose();
63 ret = true;
64 }
56 } 65 }
57 return ret; 66 return ret;
58 } 67 }
59 public void Clear() 68 public void Clear()
60 { 69 {
61 Release(); 70 lock (m_actors)
62 m_actors.Clear(); 71 {
72 ForEachActor(a => a.Dispose());
73 m_actors.Clear();
74 }
75 }
76 public void Dispose()
77 {
78 Clear();
63 } 79 }
64 public bool HasActor(string name) 80 public bool HasActor(string name)
65 { 81 {
66 return m_actors.ContainsKey(name); 82 return m_actors.ContainsKey(name);
67 } 83 }
84 public bool TryGetActor(string actorName, out BSActor theActor)
85 {
86 return m_actors.TryGetValue(actorName, out theActor);
87 }
68 public void ForEachActor(Action<BSActor> act) 88 public void ForEachActor(Action<BSActor> act)
69 { 89 {
70 foreach (KeyValuePair<string, BSActor> kvp in m_actors) 90 lock (m_actors)
71 act(kvp.Value); 91 {
92 foreach (KeyValuePair<string, BSActor> kvp in m_actors)
93 act(kvp.Value);
94 }
72 } 95 }
73 96
74 public void Release() 97 public void Enable(bool enabl)
75 { 98 {
76 ForEachActor(a => a.Dispose()); 99 ForEachActor(a => a.SetEnabled(enabl));
77 } 100 }
78 public void Refresh() 101 public void Refresh()
79 { 102 {
80 ForEachActor(a => a.Refresh()); 103 ForEachActor(a => a.Refresh());
81 } 104 }
82 public void RemoveBodyDependencies() 105 public void RemoveDependencies()
83 { 106 {
84 ForEachActor(a => a.RemoveBodyDependencies()); 107 ForEachActor(a => a.RemoveDependencies());
85 } 108 }
86} 109}
87 110
@@ -90,7 +113,7 @@ public class BSActorCollection
90/// Each physical object can have 'actors' who are pushing the object around. 113/// Each physical object can have 'actors' who are pushing the object around.
91/// This can be used for hover, locking axis, making vehicles, etc. 114/// This can be used for hover, locking axis, making vehicles, etc.
92/// Each physical object can have multiple actors acting on it. 115/// Each physical object can have multiple actors acting on it.
93/// 116///
94/// An actor usually registers itself with physics scene events (pre-step action) 117/// An actor usually registers itself with physics scene events (pre-step action)
95/// and modifies the parameters on the host physical object. 118/// and modifies the parameters on the host physical object.
96/// </summary> 119/// </summary>
@@ -98,7 +121,7 @@ public abstract class BSActor
98{ 121{
99 protected BSScene m_physicsScene { get; private set; } 122 protected BSScene m_physicsScene { get; private set; }
100 protected BSPhysObject m_controllingPrim { get; private set; } 123 protected BSPhysObject m_controllingPrim { get; private set; }
101 protected bool Enabled { get; set; } 124 public virtual bool Enabled { get; set; }
102 public string ActorName { get; private set; } 125 public string ActorName { get; private set; }
103 126
104 public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) 127 public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName)
@@ -114,8 +137,10 @@ public abstract class BSActor
114 { 137 {
115 get { return Enabled; } 138 get { return Enabled; }
116 } 139 }
117 // Turn the actor on an off. 140
118 public virtual void Enable(bool setEnabled) 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)
119 { 144 {
120 Enabled = setEnabled; 145 Enabled = setEnabled;
121 } 146 }
@@ -125,7 +150,7 @@ public abstract class BSActor
125 public abstract void Refresh(); 150 public abstract void Refresh();
126 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). 151 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
127 // Register a prestep action to restore physical requirements before the next simulation step. 152 // Register a prestep action to restore physical requirements before the next simulation step.
128 public abstract void RemoveBodyDependencies(); 153 public abstract void RemoveDependencies();
129 154
130} 155}
131} 156}