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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 | |||
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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 | |||
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 | } | ||