/* * 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; using log4net; using OpenMetaverse; namespace OpenSim.Region.Physics.BulletSPlugin { public sealed class BSConstraintCollection : IDisposable { // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); // private static readonly string LogHeader = "[CONSTRAINT COLLECTION]"; delegate bool ConstraintAction(BSConstraint constrain); private List<BSConstraint> m_constraints; private BulletWorld m_world; public BSConstraintCollection(BulletWorld world) { m_world = world; m_constraints = new List<BSConstraint>(); } public void Dispose() { this.Clear(); } public void Clear() { lock (m_constraints) { foreach (BSConstraint cons in m_constraints) { cons.Dispose(); } m_constraints.Clear(); } } public bool AddConstraint(BSConstraint cons) { lock (m_constraints) { // There is only one constraint between any bodies. Remove any old just to make sure. RemoveAndDestroyConstraint(cons.Body1, cons.Body2); m_constraints.Add(cons); } return true; } // Get the constraint between two bodies. There can be only one. // Return 'true' if a constraint was found. public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint) { bool found = false; BSConstraint foundConstraint = null; uint lookingID1 = body1.ID; uint lookingID2 = body2.ID; lock (m_constraints) { foreach (BSConstraint constrain in m_constraints) { if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2) || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1)) { foundConstraint = constrain; found = true; break; } } } returnConstraint = foundConstraint; return found; } // Remove any constraint between the passed bodies. // Presumed there is only one such constraint possible. // Return 'true' if a constraint was found and destroyed. public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) { bool ret = false; lock (m_constraints) { BSConstraint constrain; if (this.TryGetConstraint(body1, body2, out constrain)) { // remove the constraint from our collection ret = RemoveAndDestroyConstraint(constrain); } } return ret; } // The constraint MUST exist in the collection // Could be called if the constraint was previously removed. // Return 'true' if the constraint was actually removed and disposed. public bool RemoveAndDestroyConstraint(BSConstraint constrain) { bool removed = false; lock (m_constraints) { // remove the constraint from our collection removed = m_constraints.Remove(constrain); } // Dispose() is safe to call multiple times constrain.Dispose(); return removed; } // Remove all constraints that reference the passed body. // Return 'true' if any constraints were destroyed. public bool RemoveAndDestroyConstraint(BulletBody body1) { List<BSConstraint> toRemove = new List<BSConstraint>(); uint lookingID = body1.ID; lock (m_constraints) { foreach (BSConstraint constrain in m_constraints) { if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID) { toRemove.Add(constrain); } } foreach (BSConstraint constrain in toRemove) { m_constraints.Remove(constrain); constrain.Dispose(); } } return (toRemove.Count > 0); } public bool RecalculateAllConstraints() { bool ret = false; lock (m_constraints) { foreach (BSConstraint constrain in m_constraints) { constrain.CalculateTransforms(); ret = true; } } return ret; } } }