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authorRobert Adams2013-03-31 17:38:13 -0700
committerRobert Adams2013-03-31 22:19:42 -0700
commit75b8cf428e352b8939bb5e49f583d45dd226cf66 (patch)
treefd0091addd643abe1690645a879cddeb90bdd0d6 /OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
parentBulletSim: convert BSDynamic to a BSActor and change BSPrim to set (diff)
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BulletSim: fix line endings in BSActor*
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActors.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActors.cs254
1 files changed, 131 insertions, 123 deletions
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 @@
1/* 1/*
2 * Copyright (c) Contributors, http://opensimulator.org/ 2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders. 3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 * 4 *
5 * Redistribution and use in source and binary forms, with or without 5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met: 6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright 7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer. 8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD 9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the 10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution. 11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the 12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products 13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission. 14 * derived from this software without specific prior written permission.
15 * 15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY 16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED 17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE 18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY 19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; 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 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 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 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. 25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */ 26 */
27using System; 27using System;
28using System.Collections.Generic; 28using System.Collections.Generic;
29using System.Text; 29using System.Text;
30 30
31namespace OpenSim.Region.Physics.BulletSPlugin 31namespace OpenSim.Region.Physics.BulletSPlugin
32{ 32{
33public class BSActorCollection 33public class BSActorCollection
34{ 34{
35 private BSScene PhysicsScene { get; set; } 35 private BSScene PhysicsScene { get; set; }
36 private Dictionary<string, BSActor> m_actors; 36 private Dictionary<string, BSActor> m_actors;
37 37
38 public BSActorCollection(BSScene physicsScene) 38 public BSActorCollection(BSScene physicsScene)
39 { 39 {
40 PhysicsScene = physicsScene; 40 PhysicsScene = physicsScene;
41 m_actors = new Dictionary<string, BSActor>(); 41 m_actors = new Dictionary<string, BSActor>();
42 } 42 }
43 public void Add(string name, BSActor actor) 43 public void Add(string name, BSActor actor)
44 { 44 {
45 m_actors[name] = actor; 45 m_actors[name] = actor;
46 } 46 }
47 public bool RemoveAndRelease(string name) 47 public bool RemoveAndRelease(string name)
48 { 48 {
49 bool ret = false; 49 bool ret = false;
50 if (m_actors.ContainsKey(name)) 50 if (m_actors.ContainsKey(name))
51 { 51 {
52 BSActor beingRemoved = m_actors[name]; 52 BSActor beingRemoved = m_actors[name];
53 beingRemoved.Release(); 53 beingRemoved.Dispose();
54 m_actors.Remove(name); 54 m_actors.Remove(name);
55 ret = true; 55 ret = true;
56 } 56 }
57 return ret; 57 return ret;
58 } 58 }
59 public void Clear() 59 public void Clear()
60 { 60 {
61 Release(); 61 Release();
62 m_actors.Clear(); 62 m_actors.Clear();
63 } 63 }
64 public bool HasActor(string name) 64 public bool HasActor(string name)
65 { 65 {
66 return m_actors.ContainsKey(name); 66 return m_actors.ContainsKey(name);
67 } 67 }
68 public void ForEachActor(Action<BSActor> act) 68 public void ForEachActor(Action<BSActor> act)
69 { 69 {
70 foreach (KeyValuePair<string, BSActor> kvp in m_actors) 70 foreach (KeyValuePair<string, BSActor> kvp in m_actors)
71 act(kvp.Value); 71 act(kvp.Value);
72 } 72 }
73 73
74 public void Release() 74 public void Release()
75 { 75 {
76 ForEachActor(a => a.Release()); 76 ForEachActor(a => a.Dispose());
77 } 77 }
78 public void Refresh() 78 public void Refresh()
79 { 79 {
80 ForEachActor(a => a.Refresh()); 80 ForEachActor(a => a.Refresh());
81 } 81 }
82 public void RemoveBodyDependencies() 82 public void RemoveBodyDependencies()
83 { 83 {
84 ForEachActor(a => a.RemoveBodyDependencies()); 84 ForEachActor(a => a.RemoveBodyDependencies());
85 } 85 }
86} 86}
87 87
88// ============================================================================= 88// =============================================================================
89public abstract class BSActor 89/// <summary>
90{ 90/// Each physical object can have 'actors' who are pushing the object around.
91 protected BSScene PhysicsScene { get; private set; } 91/// This can be used for hover, locking axis, making vehicles, etc.
92 protected BSPhysObject Prim { get; private set; } 92/// Each physical object can have multiple actors acting on it.
93 protected bool Enabled { get; set; } 93///
94 public string ActorName { get; private set; } 94/// An actor usually registers itself with physics scene events (pre-step action)
95 95/// and modifies the parameters on the host physical object.
96 public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName) 96/// </summary>
97 { 97public abstract class BSActor
98 PhysicsScene = physicsScene; 98{
99 Prim = pObj; 99 protected BSScene PhysicsScene { get; private set; }
100 ActorName = actorName; 100 protected BSPhysObject Prim { get; private set; }
101 Enabled = true; 101 protected bool Enabled { get; set; }
102 } 102 public string ActorName { get; private set; }
103 103
104 // Return 'true' if activily updating the prim 104 public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName)
105 public virtual bool isActive 105 {
106 { 106 PhysicsScene = physicsScene;
107 get { return Enabled; } 107 Prim = pObj;
108 } 108 ActorName = actorName;
109 // Turn the actor on an off. 109 Enabled = true;
110 public virtual void Enable(bool setEnabled) 110 }
111 { 111
112 Enabled = setEnabled; 112 // Return 'true' if activily updating the prim
113 } 113 public virtual bool isActive
114 // Release any connections and resources used by the actor. 114 {
115 public abstract void Release(); 115 get { return Enabled; }
116 // Called when physical parameters (properties set in Bullet) need to be re-applied. 116 }
117 public abstract void Refresh(); 117 // Turn the actor on an off.
118 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). 118 public virtual void Enable(bool setEnabled)
119 // Register a prestep action to restore physical requirements before the next simulation step. 119 {
120 public abstract void RemoveBodyDependencies(); 120 Enabled = setEnabled;
121 121 }
122} 122 // Release any connections and resources used by the actor.
123} 123 public abstract void Dispose();
124 // Called when physical parameters (properties set in Bullet) need to be re-applied.
125 public abstract void Refresh();
126 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
127 // Register a prestep action to restore physical requirements before the next simulation step.
128 public abstract void RemoveBodyDependencies();
129
130}
131}