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author | Robert Adams | 2015-09-08 04:54:16 -0700 |
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committer | Robert Adams | 2015-09-08 04:54:16 -0700 |
commit | e5367d822be9b05e74c859afe2d2956a3e95aa33 (patch) | |
tree | e904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/BulletS/BSActors.cs | |
parent | add lost admin_reset_land method (diff) | |
parent | Deleted access control spec from [LoginService] section of standalone config.... (diff) | |
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules.
AVN physics hasn't been moved to new location.
Does not compile yet.
Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSActors.cs')
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSActors.cs | 154 |
1 files changed, 154 insertions, 0 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSActors.cs b/OpenSim/Region/PhysicsModules/BulletS/BSActors.cs new file mode 100755 index 0000000..851347b --- /dev/null +++ b/OpenSim/Region/PhysicsModules/BulletS/BSActors.cs | |||
@@ -0,0 +1,154 @@ | |||
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.PhysicsModule.BulletS | ||
32 | { | ||
33 | public class BSActorCollection | ||
34 | { | ||
35 | private Dictionary<string, BSActor> m_actors; | ||
36 | |||
37 | public BSActorCollection() | ||
38 | { | ||
39 | m_actors = new Dictionary<string, BSActor>(); | ||
40 | } | ||
41 | public void Add(string name, BSActor actor) | ||
42 | { | ||
43 | lock (m_actors) | ||
44 | { | ||
45 | if (!m_actors.ContainsKey(name)) | ||
46 | { | ||
47 | m_actors[name] = actor; | ||
48 | } | ||
49 | } | ||
50 | } | ||
51 | public bool RemoveAndRelease(string name) | ||
52 | { | ||
53 | bool ret = false; | ||
54 | lock (m_actors) | ||
55 | { | ||
56 | if (m_actors.ContainsKey(name)) | ||
57 | { | ||
58 | BSActor beingRemoved = m_actors[name]; | ||
59 | m_actors.Remove(name); | ||
60 | beingRemoved.Dispose(); | ||
61 | ret = true; | ||
62 | } | ||
63 | } | ||
64 | return ret; | ||
65 | } | ||
66 | public void Clear() | ||
67 | { | ||
68 | lock (m_actors) | ||
69 | { | ||
70 | ForEachActor(a => a.Dispose()); | ||
71 | m_actors.Clear(); | ||
72 | } | ||
73 | } | ||
74 | public void Dispose() | ||
75 | { | ||
76 | Clear(); | ||
77 | } | ||
78 | public bool HasActor(string name) | ||
79 | { | ||
80 | return m_actors.ContainsKey(name); | ||
81 | } | ||
82 | public bool TryGetActor(string actorName, out BSActor theActor) | ||
83 | { | ||
84 | return m_actors.TryGetValue(actorName, out theActor); | ||
85 | } | ||
86 | public void ForEachActor(Action<BSActor> act) | ||
87 | { | ||
88 | lock (m_actors) | ||
89 | { | ||
90 | foreach (KeyValuePair<string, BSActor> kvp in m_actors) | ||
91 | act(kvp.Value); | ||
92 | } | ||
93 | } | ||
94 | |||
95 | public void Enable(bool enabl) | ||
96 | { | ||
97 | ForEachActor(a => a.SetEnabled(enabl)); | ||
98 | } | ||
99 | public void Refresh() | ||
100 | { | ||
101 | ForEachActor(a => a.Refresh()); | ||
102 | } | ||
103 | public void RemoveDependencies() | ||
104 | { | ||
105 | ForEachActor(a => a.RemoveDependencies()); | ||
106 | } | ||
107 | } | ||
108 | |||
109 | // ============================================================================= | ||
110 | /// <summary> | ||
111 | /// Each physical object can have 'actors' who are pushing the object around. | ||
112 | /// This can be used for hover, locking axis, making vehicles, etc. | ||
113 | /// Each physical object can have multiple actors acting on it. | ||
114 | /// | ||
115 | /// An actor usually registers itself with physics scene events (pre-step action) | ||
116 | /// and modifies the parameters on the host physical object. | ||
117 | /// </summary> | ||
118 | public abstract class BSActor | ||
119 | { | ||
120 | protected BSScene m_physicsScene { get; private set; } | ||
121 | protected BSPhysObject m_controllingPrim { get; private set; } | ||
122 | public virtual bool Enabled { get; set; } | ||
123 | public string ActorName { get; private set; } | ||
124 | |||
125 | public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) | ||
126 | { | ||
127 | m_physicsScene = physicsScene; | ||
128 | m_controllingPrim = pObj; | ||
129 | ActorName = actorName; | ||
130 | Enabled = true; | ||
131 | } | ||
132 | |||
133 | // Return 'true' if activily updating the prim | ||
134 | public virtual bool isActive | ||
135 | { | ||
136 | get { return Enabled; } | ||
137 | } | ||
138 | |||
139 | // Turn the actor on an off. Only used by ActorCollection to set all enabled/disabled. | ||
140 | // Anyone else should assign true/false to 'Enabled'. | ||
141 | public void SetEnabled(bool setEnabled) | ||
142 | { | ||
143 | Enabled = setEnabled; | ||
144 | } | ||
145 | // Release any connections and resources used by the actor. | ||
146 | public abstract void Dispose(); | ||
147 | // Called when physical parameters (properties set in Bullet) need to be re-applied. | ||
148 | public abstract void Refresh(); | ||
149 | // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). | ||
150 | // Register a prestep action to restore physical requirements before the next simulation step. | ||
151 | public abstract void RemoveDependencies(); | ||
152 | |||
153 | } | ||
154 | } | ||