diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 292 |
1 files changed, 280 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index f6a890e..a113530 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -45,6 +45,26 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
45 | * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. | 45 | * ForceVariableName: direct reference (store and fetch) to the value in the physics engine. |
46 | * The last two (and certainly the last one) should be referenced only in taint-time. | 46 | * The last two (and certainly the last one) should be referenced only in taint-time. |
47 | */ | 47 | */ |
48 | |||
49 | /* | ||
50 | * As of 20121221, the following are the call sequences (going down) for different script physical functions: | ||
51 | * llApplyImpulse llApplyRotImpulse llSetTorque llSetForce | ||
52 | * SOP.ApplyImpulse SOP.ApplyAngularImpulse SOP.SetAngularImpulse SOP.SetForce | ||
53 | * SOG.ApplyImpulse SOG.ApplyAngularImpulse SOG.SetAngularImpulse | ||
54 | * PA.AddForce PA.AddAngularForce PA.Torque = v PA.Force = v | ||
55 | * BS.ApplyCentralForce BS.ApplyTorque | ||
56 | */ | ||
57 | |||
58 | // Flags used to denote which properties updates when making UpdateProperties calls to linksets, etc. | ||
59 | public enum UpdatedProperties : uint | ||
60 | { | ||
61 | Position = 1 << 0, | ||
62 | Orientation = 1 << 1, | ||
63 | Velocity = 1 << 2, | ||
64 | Acceleration = 1 << 3, | ||
65 | RotationalVelocity = 1 << 4, | ||
66 | EntPropUpdates = Position | Orientation | Velocity | Acceleration | RotationalVelocity, | ||
67 | } | ||
48 | public abstract class BSPhysObject : PhysicsActor | 68 | public abstract class BSPhysObject : PhysicsActor |
49 | { | 69 | { |
50 | protected BSPhysObject() | 70 | protected BSPhysObject() |
@@ -57,13 +77,34 @@ public abstract class BSPhysObject : PhysicsActor | |||
57 | PhysObjectName = name; | 77 | PhysObjectName = name; |
58 | TypeName = typeName; | 78 | TypeName = typeName; |
59 | 79 | ||
80 | // We don't have any physical representation yet. | ||
81 | PhysBody = new BulletBody(localID); | ||
82 | PhysShape = new BulletShape(); | ||
83 | |||
84 | // A linkset of just me | ||
60 | Linkset = BSLinkset.Factory(PhysicsScene, this); | 85 | Linkset = BSLinkset.Factory(PhysicsScene, this); |
86 | PositionDisplacement = OMV.Vector3.Zero; | ||
87 | |||
61 | LastAssetBuildFailed = false; | 88 | LastAssetBuildFailed = false; |
62 | 89 | ||
90 | // Default material type | ||
91 | Material = MaterialAttributes.Material.Wood; | ||
92 | |||
63 | CollisionCollection = new CollisionEventUpdate(); | 93 | CollisionCollection = new CollisionEventUpdate(); |
94 | CollisionsLastTick = CollisionCollection; | ||
64 | SubscribedEventsMs = 0; | 95 | SubscribedEventsMs = 0; |
65 | CollidingStep = 0; | 96 | CollidingStep = 0; |
66 | CollidingGroundStep = 0; | 97 | CollidingGroundStep = 0; |
98 | CollisionAccumulation = 0; | ||
99 | ColliderIsMoving = false; | ||
100 | CollisionScore = 0; | ||
101 | } | ||
102 | |||
103 | // Tell the object to clean up. | ||
104 | public virtual void Destroy() | ||
105 | { | ||
106 | UnRegisterAllPreStepActions(); | ||
107 | UnRegisterAllPostStepActions(); | ||
67 | } | 108 | } |
68 | 109 | ||
69 | public BSScene PhysicsScene { get; protected set; } | 110 | public BSScene PhysicsScene { get; protected set; } |
@@ -72,11 +113,13 @@ public abstract class BSPhysObject : PhysicsActor | |||
72 | public string TypeName { get; protected set; } | 113 | public string TypeName { get; protected set; } |
73 | 114 | ||
74 | public BSLinkset Linkset { get; set; } | 115 | public BSLinkset Linkset { get; set; } |
116 | public BSLinksetInfo LinksetInfo { get; set; } | ||
75 | 117 | ||
76 | // Return the object mass without calculating it or having side effects | 118 | // Return the object mass without calculating it or having side effects |
77 | public abstract float RawMass { get; } | 119 | public abstract float RawMass { get; } |
78 | // Set the raw mass but also update physical mass properties (inertia, ...) | 120 | // Set the raw mass but also update physical mass properties (inertia, ...) |
79 | public abstract void UpdatePhysicalMassProperties(float mass); | 121 | // 'inWorld' true if the object has already been added to the dynamic world. |
122 | public abstract void UpdatePhysicalMassProperties(float mass, bool inWorld); | ||
80 | 123 | ||
81 | // The last value calculated for the prim's inertia | 124 | // The last value calculated for the prim's inertia |
82 | public OMV.Vector3 Inertia { get; set; } | 125 | public OMV.Vector3 Inertia { get; set; } |
@@ -105,9 +148,22 @@ public abstract class BSPhysObject : PhysicsActor | |||
105 | public EntityProperties CurrentEntityProperties { get; set; } | 148 | public EntityProperties CurrentEntityProperties { get; set; } |
106 | public EntityProperties LastEntityProperties { get; set; } | 149 | public EntityProperties LastEntityProperties { get; set; } |
107 | 150 | ||
108 | public abstract OMV.Vector3 Scale { get; set; } | 151 | public virtual OMV.Vector3 Scale { get; set; } |
109 | public abstract bool IsSolid { get; } | 152 | public abstract bool IsSolid { get; } |
110 | public abstract bool IsStatic { get; } | 153 | public abstract bool IsStatic { get; } |
154 | public abstract bool IsSelected { get; } | ||
155 | |||
156 | // It can be confusing for an actor to know if it should move or update an object | ||
157 | // depeneding on the setting of 'selected', 'physical, ... | ||
158 | // This flag is the true test -- if true, the object is being acted on in the physical world | ||
159 | public abstract bool IsPhysicallyActive { get; } | ||
160 | |||
161 | // Materialness | ||
162 | public MaterialAttributes.Material Material { get; private set; } | ||
163 | public override void SetMaterial(int material) | ||
164 | { | ||
165 | Material = (MaterialAttributes.Material)material; | ||
166 | } | ||
111 | 167 | ||
112 | // Stop all physical motion. | 168 | // Stop all physical motion. |
113 | public abstract void ZeroMotion(bool inTaintTime); | 169 | public abstract void ZeroMotion(bool inTaintTime); |
@@ -119,15 +175,42 @@ public abstract class BSPhysObject : PhysicsActor | |||
119 | // Update the physical location and motion of the object. Called with data from Bullet. | 175 | // Update the physical location and motion of the object. Called with data from Bullet. |
120 | public abstract void UpdateProperties(EntityProperties entprop); | 176 | public abstract void UpdateProperties(EntityProperties entprop); |
121 | 177 | ||
122 | // Tell the object to clean up. | ||
123 | public abstract void Destroy(); | ||
124 | |||
125 | public abstract OMV.Vector3 RawPosition { get; set; } | 178 | public abstract OMV.Vector3 RawPosition { get; set; } |
126 | public abstract OMV.Vector3 ForcePosition { get; set; } | 179 | public abstract OMV.Vector3 ForcePosition { get; set; } |
127 | 180 | ||
181 | // 'Position' and 'Orientation' is what the simulator thinks the positions of the prim is. | ||
182 | // Because Bullet needs the zero coordinate to be the center of mass of the linkset, | ||
183 | // sometimes it is necessary to displace the position the physics engine thinks | ||
184 | // the position is. PositionDisplacement must be added and removed from the | ||
185 | // position as the simulator position is stored and fetched from the physics | ||
186 | // engine. Similar to OrientationDisplacement. | ||
187 | public virtual OMV.Vector3 PositionDisplacement { get; set; } | ||
188 | public virtual OMV.Quaternion OrientationDisplacement { get; set; } | ||
189 | |||
128 | public abstract OMV.Quaternion RawOrientation { get; set; } | 190 | public abstract OMV.Quaternion RawOrientation { get; set; } |
129 | public abstract OMV.Quaternion ForceOrientation { get; set; } | 191 | public abstract OMV.Quaternion ForceOrientation { get; set; } |
130 | 192 | ||
193 | // The system is telling us the velocity it wants to move at. | ||
194 | // Velocity in world coordinates. | ||
195 | // protected OMV.Vector3 m_targetVelocity; // use the definition in PhysicsActor | ||
196 | public override OMV.Vector3 TargetVelocity | ||
197 | { | ||
198 | get { return m_targetVelocity; } | ||
199 | set | ||
200 | { | ||
201 | m_targetVelocity = value; | ||
202 | Velocity = value; | ||
203 | } | ||
204 | } | ||
205 | public virtual float TargetSpeed | ||
206 | { | ||
207 | get | ||
208 | { | ||
209 | OMV.Vector3 characterOrientedVelocity = TargetVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
210 | return characterOrientedVelocity.X; | ||
211 | } | ||
212 | } | ||
213 | public abstract OMV.Vector3 RawVelocity { get; set; } | ||
131 | public abstract OMV.Vector3 ForceVelocity { get; set; } | 214 | public abstract OMV.Vector3 ForceVelocity { get; set; } |
132 | 215 | ||
133 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } | 216 | public abstract OMV.Vector3 ForceRotationalVelocity { get; set; } |
@@ -136,6 +219,15 @@ public abstract class BSPhysObject : PhysicsActor | |||
136 | 219 | ||
137 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } | 220 | public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; } |
138 | 221 | ||
222 | public virtual float ForwardSpeed | ||
223 | { | ||
224 | get | ||
225 | { | ||
226 | OMV.Vector3 characterOrientedVelocity = RawVelocity * OMV.Quaternion.Inverse(OMV.Quaternion.Normalize(RawOrientation)); | ||
227 | return characterOrientedVelocity.X; | ||
228 | } | ||
229 | } | ||
230 | |||
139 | #region Collisions | 231 | #region Collisions |
140 | 232 | ||
141 | // Requested number of milliseconds between collision events. Zero means disabled. | 233 | // Requested number of milliseconds between collision events. Zero means disabled. |
@@ -146,26 +238,71 @@ public abstract class BSPhysObject : PhysicsActor | |||
146 | protected long CollidingStep { get; set; } | 238 | protected long CollidingStep { get; set; } |
147 | // The simulation step that last had a collision with the ground | 239 | // The simulation step that last had a collision with the ground |
148 | protected long CollidingGroundStep { get; set; } | 240 | protected long CollidingGroundStep { get; set; } |
241 | // The simulation step that last collided with an object | ||
242 | protected long CollidingObjectStep { get; set; } | ||
149 | // The collision flags we think are set in Bullet | 243 | // The collision flags we think are set in Bullet |
150 | protected CollisionFlags CurrentCollisionFlags { get; set; } | 244 | protected CollisionFlags CurrentCollisionFlags { get; set; } |
245 | // On a collision, check the collider and remember if the last collider was moving | ||
246 | // Used to modify the standing of avatars (avatars on stationary things stand still) | ||
247 | protected bool ColliderIsMoving; | ||
248 | |||
249 | // Count of collisions for this object | ||
250 | protected long CollisionAccumulation { get; set; } | ||
251 | |||
252 | public override bool IsColliding { | ||
253 | get { return (CollidingStep == PhysicsScene.SimulationStep); } | ||
254 | set { | ||
255 | if (value) | ||
256 | CollidingStep = PhysicsScene.SimulationStep; | ||
257 | else | ||
258 | CollidingStep = 0; | ||
259 | } | ||
260 | } | ||
261 | public override bool CollidingGround { | ||
262 | get { return (CollidingGroundStep == PhysicsScene.SimulationStep); } | ||
263 | set | ||
264 | { | ||
265 | if (value) | ||
266 | CollidingGroundStep = PhysicsScene.SimulationStep; | ||
267 | else | ||
268 | CollidingGroundStep = 0; | ||
269 | } | ||
270 | } | ||
271 | public override bool CollidingObj { | ||
272 | get { return (CollidingObjectStep == PhysicsScene.SimulationStep); } | ||
273 | set { | ||
274 | if (value) | ||
275 | CollidingObjectStep = PhysicsScene.SimulationStep; | ||
276 | else | ||
277 | CollidingObjectStep = 0; | ||
278 | } | ||
279 | } | ||
151 | 280 | ||
152 | // The collisions that have been collected this tick | 281 | // The collisions that have been collected this tick |
153 | protected CollisionEventUpdate CollisionCollection; | 282 | protected CollisionEventUpdate CollisionCollection; |
283 | // Remember collisions from last tick for fancy collision based actions | ||
284 | // (like a BSCharacter walking up stairs). | ||
285 | protected CollisionEventUpdate CollisionsLastTick; | ||
154 | 286 | ||
155 | // The simulation step is telling this object about a collision. | 287 | // The simulation step is telling this object about a collision. |
156 | // Return 'true' if a collision was processed and should be sent up. | 288 | // Return 'true' if a collision was processed and should be sent up. |
289 | // Return 'false' if this object is not enabled/subscribed/appropriate for or has already seen this collision. | ||
157 | // Called at taint time from within the Step() function | 290 | // Called at taint time from within the Step() function |
158 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, | 291 | public virtual bool Collide(uint collidingWith, BSPhysObject collidee, |
159 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) | 292 | OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth) |
160 | { | 293 | { |
161 | bool ret = false; | 294 | bool ret = false; |
162 | 295 | ||
163 | // The following lines make IsColliding() and IsCollidingGround() work | 296 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work |
164 | CollidingStep = PhysicsScene.SimulationStep; | 297 | CollidingStep = PhysicsScene.SimulationStep; |
165 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) | 298 | if (collidingWith <= PhysicsScene.TerrainManager.HighestTerrainID) |
166 | { | 299 | { |
167 | CollidingGroundStep = PhysicsScene.SimulationStep; | 300 | CollidingGroundStep = PhysicsScene.SimulationStep; |
168 | } | 301 | } |
302 | else | ||
303 | { | ||
304 | CollidingObjectStep = PhysicsScene.SimulationStep; | ||
305 | } | ||
169 | 306 | ||
170 | // prims in the same linkset cannot collide with each other | 307 | // prims in the same linkset cannot collide with each other |
171 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) | 308 | if (collidee != null && (this.Linkset.LinksetID == collidee.Linkset.LinksetID)) |
@@ -173,7 +310,12 @@ public abstract class BSPhysObject : PhysicsActor | |||
173 | return ret; | 310 | return ret; |
174 | } | 311 | } |
175 | 312 | ||
176 | // if someone has subscribed for collision events.... | 313 | CollisionAccumulation++; |
314 | |||
315 | // For movement tests, remember if we are colliding with an object that is moving. | ||
316 | ColliderIsMoving = collidee != null ? collidee.RawVelocity != OMV.Vector3.Zero : false; | ||
317 | |||
318 | // If someone has subscribed for collision events log the collision so it will be reported up | ||
177 | if (SubscribedEvents()) { | 319 | if (SubscribedEvents()) { |
178 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); | 320 | CollisionCollection.AddCollider(collidingWith, new ContactPoint(contactPoint, contactNormal, pentrationDepth)); |
179 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", | 321 | DetailLog("{0},{1}.Collison.AddCollider,call,with={2},point={3},normal={4},depth={5}", |
@@ -191,8 +333,9 @@ public abstract class BSPhysObject : PhysicsActor | |||
191 | public virtual bool SendCollisions() | 333 | public virtual bool SendCollisions() |
192 | { | 334 | { |
193 | bool ret = true; | 335 | bool ret = true; |
336 | |||
194 | // If the 'no collision' call, force it to happen right now so quick collision_end | 337 | // If the 'no collision' call, force it to happen right now so quick collision_end |
195 | bool force = CollisionCollection.Count == 0; | 338 | bool force = (CollisionCollection.Count == 0 && CollisionsLastTick.Count != 0); |
196 | 339 | ||
197 | // throttle the collisions to the number of milliseconds specified in the subscription | 340 | // throttle the collisions to the number of milliseconds specified in the subscription |
198 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) | 341 | if (force || (PhysicsScene.SimulationNowTime >= NextCollisionOkTime)) |
@@ -207,11 +350,16 @@ public abstract class BSPhysObject : PhysicsActor | |||
207 | ret = false; | 350 | ret = false; |
208 | } | 351 | } |
209 | 352 | ||
210 | // DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); | 353 | DetailLog("{0},{1}.SendCollisionUpdate,call,numCollisions={2}", LocalID, TypeName, CollisionCollection.Count); |
211 | base.SendCollisionUpdate(CollisionCollection); | 354 | base.SendCollisionUpdate(CollisionCollection); |
212 | 355 | ||
213 | // The collisionCollection structure is passed around in the simulator. | 356 | // Remember the collisions from this tick for some collision specific processing. |
357 | CollisionsLastTick = CollisionCollection; | ||
358 | |||
359 | // The CollisionCollection instance is passed around in the simulator. | ||
214 | // Make sure we don't have a handle to that one and that a new one is used for next time. | 360 | // Make sure we don't have a handle to that one and that a new one is used for next time. |
361 | // This fixes an interesting 'gotcha'. If we call CollisionCollection.Clear() here, | ||
362 | // a race condition is created for the other users of this instance. | ||
215 | CollisionCollection = new CollisionEventUpdate(); | 363 | CollisionCollection = new CollisionEventUpdate(); |
216 | } | 364 | } |
217 | return ret; | 365 | return ret; |
@@ -229,7 +377,8 @@ public abstract class BSPhysObject : PhysicsActor | |||
229 | 377 | ||
230 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 378 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() |
231 | { | 379 | { |
232 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 380 | if (PhysBody.HasPhysicalBody) |
381 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
233 | }); | 382 | }); |
234 | } | 383 | } |
235 | else | 384 | else |
@@ -243,21 +392,140 @@ public abstract class BSPhysObject : PhysicsActor | |||
243 | SubscribedEventsMs = 0; | 392 | SubscribedEventsMs = 0; |
244 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() | 393 | PhysicsScene.TaintedObject(TypeName+".UnSubscribeEvents", delegate() |
245 | { | 394 | { |
246 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 395 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. |
396 | if (PhysBody.HasPhysicalBody) | ||
397 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | ||
247 | }); | 398 | }); |
248 | } | 399 | } |
249 | // Return 'true' if the simulator wants collision events | 400 | // Return 'true' if the simulator wants collision events |
250 | public override bool SubscribedEvents() { | 401 | public override bool SubscribedEvents() { |
251 | return (SubscribedEventsMs > 0); | 402 | return (SubscribedEventsMs > 0); |
252 | } | 403 | } |
404 | // Because 'CollisionScore' is called many times while sorting, it should not be recomputed | ||
405 | // each time called. So this is built to be light weight for each collision and to do | ||
406 | // all the processing when the user asks for the info. | ||
407 | public void ComputeCollisionScore() | ||
408 | { | ||
409 | // Scale the collision count by the time since the last collision. | ||
410 | // The "+1" prevents dividing by zero. | ||
411 | long timeAgo = PhysicsScene.SimulationStep - CollidingStep + 1; | ||
412 | CollisionScore = CollisionAccumulation / timeAgo; | ||
413 | } | ||
414 | public override float CollisionScore { get; set; } | ||
253 | 415 | ||
254 | #endregion // Collisions | 416 | #endregion // Collisions |
255 | 417 | ||
418 | #region Per Simulation Step actions | ||
419 | // There are some actions that must be performed for a physical object before each simulation step. | ||
420 | // These actions are optional so, rather than scanning all the physical objects and asking them | ||
421 | // if they have anything to do, a physical object registers for an event call before the step is performed. | ||
422 | // This bookkeeping makes it easy to add, remove and clean up after all these registrations. | ||
423 | private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>(); | ||
424 | private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>(); | ||
425 | protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn) | ||
426 | { | ||
427 | string identifier = op + "-" + id.ToString(); | ||
428 | |||
429 | lock (RegisteredPrestepActions) | ||
430 | { | ||
431 | // Clean out any existing action | ||
432 | UnRegisterPreStepAction(op, id); | ||
433 | |||
434 | RegisteredPrestepActions[identifier] = actn; | ||
435 | |||
436 | PhysicsScene.BeforeStep += actn; | ||
437 | } | ||
438 | DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier); | ||
439 | } | ||
440 | |||
441 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
442 | // Returns 'true' if an action was actually removed | ||
443 | protected bool UnRegisterPreStepAction(string op, uint id) | ||
444 | { | ||
445 | string identifier = op + "-" + id.ToString(); | ||
446 | bool removed = false; | ||
447 | lock (RegisteredPrestepActions) | ||
448 | { | ||
449 | if (RegisteredPrestepActions.ContainsKey(identifier)) | ||
450 | { | ||
451 | PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier]; | ||
452 | RegisteredPrestepActions.Remove(identifier); | ||
453 | removed = true; | ||
454 | } | ||
455 | } | ||
456 | DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
457 | return removed; | ||
458 | } | ||
459 | |||
460 | protected void UnRegisterAllPreStepActions() | ||
461 | { | ||
462 | lock (RegisteredPrestepActions) | ||
463 | { | ||
464 | foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions) | ||
465 | { | ||
466 | PhysicsScene.BeforeStep -= kvp.Value; | ||
467 | } | ||
468 | RegisteredPrestepActions.Clear(); | ||
469 | } | ||
470 | DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID); | ||
471 | } | ||
472 | |||
473 | protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn) | ||
474 | { | ||
475 | string identifier = op + "-" + id.ToString(); | ||
476 | |||
477 | lock (RegisteredPoststepActions) | ||
478 | { | ||
479 | // Clean out any existing action | ||
480 | UnRegisterPostStepAction(op, id); | ||
481 | |||
482 | RegisteredPoststepActions[identifier] = actn; | ||
483 | |||
484 | PhysicsScene.AfterStep += actn; | ||
485 | } | ||
486 | DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier); | ||
487 | } | ||
488 | |||
489 | // Unregister a pre step action. Safe to call if the action has not been registered. | ||
490 | // Returns 'true' if an action was actually removed. | ||
491 | protected bool UnRegisterPostStepAction(string op, uint id) | ||
492 | { | ||
493 | string identifier = op + "-" + id.ToString(); | ||
494 | bool removed = false; | ||
495 | lock (RegisteredPoststepActions) | ||
496 | { | ||
497 | if (RegisteredPoststepActions.ContainsKey(identifier)) | ||
498 | { | ||
499 | PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier]; | ||
500 | RegisteredPoststepActions.Remove(identifier); | ||
501 | removed = true; | ||
502 | } | ||
503 | } | ||
504 | DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed); | ||
505 | return removed; | ||
506 | } | ||
507 | |||
508 | protected void UnRegisterAllPostStepActions() | ||
509 | { | ||
510 | lock (RegisteredPoststepActions) | ||
511 | { | ||
512 | foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions) | ||
513 | { | ||
514 | PhysicsScene.AfterStep -= kvp.Value; | ||
515 | } | ||
516 | RegisteredPoststepActions.Clear(); | ||
517 | } | ||
518 | DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID); | ||
519 | } | ||
520 | |||
521 | #endregion // Per Simulation Step actions | ||
522 | |||
256 | // High performance detailed logging routine used by the physical objects. | 523 | // High performance detailed logging routine used by the physical objects. |
257 | protected void DetailLog(string msg, params Object[] args) | 524 | protected void DetailLog(string msg, params Object[] args) |
258 | { | 525 | { |
259 | if (PhysicsScene.PhysicsLogging.Enabled) | 526 | if (PhysicsScene.PhysicsLogging.Enabled) |
260 | PhysicsScene.DetailLog(msg, args); | 527 | PhysicsScene.DetailLog(msg, args); |
261 | } | 528 | } |
529 | |||
262 | } | 530 | } |
263 | } | 531 | } |