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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActors.cs160
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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 */
27using System;
28using System.Collections.Generic;
29using System.Text;
30
31namespace OpenSim.Region.Physics.BulletSPlugin
32{
33public class BSActorCollection
34{
35 private BSScene m_physicsScene { get; set; }
36 private Dictionary<string, BSActor> m_actors;
37
38 public BSActorCollection(BSScene physicsScene)
39 {
40 m_physicsScene = physicsScene;
41 m_actors = new Dictionary<string, BSActor>();
42 }
43 public void Add(string name, BSActor actor)
44 {
45 lock (m_actors)
46 {
47 if (!m_actors.ContainsKey(name))
48 {
49 m_actors[name] = actor;
50 }
51 }
52 }
53 public bool RemoveAndRelease(string name)
54 {
55 bool ret = false;
56 lock (m_actors)
57 {
58 if (m_actors.ContainsKey(name))
59 {
60 BSActor beingRemoved = m_actors[name];
61 m_actors.Remove(name);
62 beingRemoved.Dispose();
63 ret = true;
64 }
65 }
66 return ret;
67 }
68 public void Clear()
69 {
70 lock (m_actors)
71 {
72 Release();
73 m_actors.Clear();
74 }
75 }
76 public void Dispose()
77 {
78 Clear();
79 }
80 public bool HasActor(string name)
81 {
82 return m_actors.ContainsKey(name);
83 }
84 public bool TryGetActor(string actorName, out BSActor theActor)
85 {
86 return m_actors.TryGetValue(actorName, out theActor);
87 }
88 public void ForEachActor(Action<BSActor> act)
89 {
90 lock (m_actors)
91 {
92 foreach (KeyValuePair<string, BSActor> kvp in m_actors)
93 act(kvp.Value);
94 }
95 }
96
97 public void Enable(bool enabl)
98 {
99 ForEachActor(a => a.SetEnabled(enabl));
100 }
101 public void Release()
102 {
103 ForEachActor(a => a.Dispose());
104 }
105 public void Refresh()
106 {
107 ForEachActor(a => a.Refresh());
108 }
109 public void RemoveDependencies()
110 {
111 ForEachActor(a => a.RemoveDependencies());
112 }
113}
114
115// =============================================================================
116/// <summary>
117/// Each physical object can have 'actors' who are pushing the object around.
118/// This can be used for hover, locking axis, making vehicles, etc.
119/// Each physical object can have multiple actors acting on it.
120///
121/// An actor usually registers itself with physics scene events (pre-step action)
122/// and modifies the parameters on the host physical object.
123/// </summary>
124public abstract class BSActor
125{
126 protected BSScene m_physicsScene { get; private set; }
127 protected BSPhysObject m_controllingPrim { get; private set; }
128 public virtual bool Enabled { get; set; }
129 public string ActorName { get; private set; }
130
131 public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName)
132 {
133 m_physicsScene = physicsScene;
134 m_controllingPrim = pObj;
135 ActorName = actorName;
136 Enabled = true;
137 }
138
139 // Return 'true' if activily updating the prim
140 public virtual bool isActive
141 {
142 get { return Enabled; }
143 }
144
145 // Turn the actor on an off. Only used by ActorCollection to set all enabled/disabled.
146 // Anyone else should assign true/false to 'Enabled'.
147 public void SetEnabled(bool setEnabled)
148 {
149 Enabled = setEnabled;
150 }
151 // Release any connections and resources used by the actor.
152 public abstract void Dispose();
153 // Called when physical parameters (properties set in Bullet) need to be re-applied.
154 public abstract void Refresh();
155 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
156 // Register a prestep action to restore physical requirements before the next simulation step.
157 public abstract void RemoveDependencies();
158
159}
160}