From 75b8cf428e352b8939bb5e49f583d45dd226cf66 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Sun, 31 Mar 2013 17:38:13 -0700 Subject: BulletSim: fix line endings in BSActor* --- OpenSim/Region/Physics/BulletSPlugin/BSActors.cs | 254 ++++++++++++----------- 1 file changed, 131 insertions(+), 123 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActors.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs index b9b5ce1..3163440 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs @@ -1,123 +1,131 @@ -/* - * 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; - -namespace OpenSim.Region.Physics.BulletSPlugin -{ -public class BSActorCollection -{ - private BSScene PhysicsScene { get; set; } - private Dictionary m_actors; - - public BSActorCollection(BSScene physicsScene) - { - PhysicsScene = physicsScene; - m_actors = new Dictionary(); - } - public void Add(string name, BSActor actor) - { - m_actors[name] = actor; - } - public bool RemoveAndRelease(string name) - { - bool ret = false; - if (m_actors.ContainsKey(name)) - { - BSActor beingRemoved = m_actors[name]; - beingRemoved.Release(); - m_actors.Remove(name); - ret = true; - } - return ret; - } - public void Clear() - { - Release(); - m_actors.Clear(); - } - public bool HasActor(string name) - { - return m_actors.ContainsKey(name); - } - public void ForEachActor(Action act) - { - foreach (KeyValuePair kvp in m_actors) - act(kvp.Value); - } - - public void Release() - { - ForEachActor(a => a.Release()); - } - public void Refresh() - { - ForEachActor(a => a.Refresh()); - } - public void RemoveBodyDependencies() - { - ForEachActor(a => a.RemoveBodyDependencies()); - } -} - -// ============================================================================= -public abstract class BSActor -{ - protected BSScene PhysicsScene { get; private set; } - protected BSPhysObject Prim { get; private set; } - protected bool Enabled { get; set; } - public string ActorName { get; private set; } - - public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) - { - PhysicsScene = physicsScene; - Prim = pObj; - ActorName = actorName; - Enabled = true; - } - - // Return 'true' if activily updating the prim - public virtual bool isActive - { - get { return Enabled; } - } - // Turn the actor on an off. - public virtual void Enable(bool setEnabled) - { - Enabled = setEnabled; - } - // Release any connections and resources used by the actor. - public abstract void Release(); - // Called when physical parameters (properties set in Bullet) need to be re-applied. - public abstract void Refresh(); - // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). - // Register a prestep action to restore physical requirements before the next simulation step. - public abstract void RemoveBodyDependencies(); - -} -} +/* + * 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; + +namespace OpenSim.Region.Physics.BulletSPlugin +{ +public class BSActorCollection +{ + private BSScene PhysicsScene { get; set; } + private Dictionary m_actors; + + public BSActorCollection(BSScene physicsScene) + { + PhysicsScene = physicsScene; + m_actors = new Dictionary(); + } + public void Add(string name, BSActor actor) + { + m_actors[name] = actor; + } + public bool RemoveAndRelease(string name) + { + bool ret = false; + if (m_actors.ContainsKey(name)) + { + BSActor beingRemoved = m_actors[name]; + beingRemoved.Dispose(); + m_actors.Remove(name); + ret = true; + } + return ret; + } + public void Clear() + { + Release(); + m_actors.Clear(); + } + public bool HasActor(string name) + { + return m_actors.ContainsKey(name); + } + public void ForEachActor(Action act) + { + foreach (KeyValuePair kvp in m_actors) + act(kvp.Value); + } + + public void Release() + { + ForEachActor(a => a.Dispose()); + } + public void Refresh() + { + ForEachActor(a => a.Refresh()); + } + public void RemoveBodyDependencies() + { + ForEachActor(a => a.RemoveBodyDependencies()); + } +} + +// ============================================================================= +/// +/// Each physical object can have 'actors' who are pushing the object around. +/// This can be used for hover, locking axis, making vehicles, etc. +/// Each physical object can have multiple actors acting on it. +/// +/// An actor usually registers itself with physics scene events (pre-step action) +/// and modifies the parameters on the host physical object. +/// +public abstract class BSActor +{ + protected BSScene PhysicsScene { get; private set; } + protected BSPhysObject Prim { get; private set; } + protected bool Enabled { get; set; } + public string ActorName { get; private set; } + + public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) + { + PhysicsScene = physicsScene; + Prim = pObj; + ActorName = actorName; + Enabled = true; + } + + // Return 'true' if activily updating the prim + public virtual bool isActive + { + get { return Enabled; } + } + // Turn the actor on an off. + public virtual void Enable(bool setEnabled) + { + Enabled = setEnabled; + } + // Release any connections and resources used by the actor. + public abstract void Dispose(); + // Called when physical parameters (properties set in Bullet) need to be re-applied. + public abstract void Refresh(); + // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). + // Register a prestep action to restore physical requirements before the next simulation step. + public abstract void RemoveBodyDependencies(); + +} +} -- cgit v1.1