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authorRobert Adams2013-04-07 08:27:49 -0700
committerRobert Adams2013-04-08 06:27:43 -0700
commitfe16dc09da3f2736fad5a9e792f5f81098b5f9a1 (patch)
tree14df85296a103e7326726ccfb9a017bc9ecb669f /OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
parentOptimize the number of Simian calls to get the initial presence (diff)
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BulletSim: complete movement of physical object action code out of the
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActors.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActors.cs12
1 files changed, 10 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
index 5a19ba4..fb4d452 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
@@ -32,12 +32,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
32{ 32{
33public class BSActorCollection 33public class BSActorCollection
34{ 34{
35 private BSScene PhysicsScene { get; set; } 35 private BSScene m_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 m_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)
@@ -61,6 +61,10 @@ public class BSActorCollection
61 Release(); 61 Release();
62 m_actors.Clear(); 62 m_actors.Clear();
63 } 63 }
64 public void Dispose()
65 {
66 Clear();
67 }
64 public bool HasActor(string name) 68 public bool HasActor(string name)
65 { 69 {
66 return m_actors.ContainsKey(name); 70 return m_actors.ContainsKey(name);
@@ -71,6 +75,10 @@ public class BSActorCollection
71 act(kvp.Value); 75 act(kvp.Value);
72 } 76 }
73 77
78 public void Enable(bool enabl)
79 {
80 ForEachActor(a => a.Enable(enabl));
81 }
74 public void Release() 82 public void Release()
75 { 83 {
76 ForEachActor(a => a.Dispose()); 84 ForEachActor(a => a.Dispose());