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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs102
1 files changed, 53 insertions, 49 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
index 3df2ddc..22ea367 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
@@ -56,21 +56,25 @@ public class BSConstraintCollection : IDisposable
56 56
57 public void Clear() 57 public void Clear()
58 { 58 {
59 foreach (BSConstraint cons in m_constraints) 59 lock (m_constraints)
60 { 60 {
61 cons.Dispose(); 61 foreach (BSConstraint cons in m_constraints)
62 {
63 cons.Dispose();
64 }
65 m_constraints.Clear();
62 } 66 }
63 m_constraints.Clear();
64 } 67 }
65 68
66 public bool AddConstraint(BSConstraint cons) 69 public bool AddConstraint(BSConstraint cons)
67 { 70 {
68 // There is only one constraint between any bodies. Remove any old just to make sure. 71 lock (m_constraints)
69 RemoveAndDestroyConstraint(cons.Body1, cons.Body2); 72 {
70 73 // There is only one constraint between any bodies. Remove any old just to make sure.
71 m_world.scene.DetailLog("{0},BSConstraintCollection.AddConstraint,call,body1={1},body2={2}", BSScene.DetailLogZero, cons.Body1.ID, cons.Body2.ID); 74 RemoveAndDestroyConstraint(cons.Body1, cons.Body2);
72 75
73 m_constraints.Add(cons); 76 m_constraints.Add(cons);
77 }
74 78
75 return true; 79 return true;
76 } 80 }
@@ -84,16 +88,19 @@ public class BSConstraintCollection : IDisposable
84 88
85 uint lookingID1 = body1.ID; 89 uint lookingID1 = body1.ID;
86 uint lookingID2 = body2.ID; 90 uint lookingID2 = body2.ID;
87 ForEachConstraint(delegate(BSConstraint constrain) 91 lock (m_constraints)
88 { 92 {
89 if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2) 93 foreach (BSConstraint constrain in m_constraints)
90 || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
91 { 94 {
92 foundConstraint = constrain; 95 if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2)
93 found = true; 96 || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1))
97 {
98 foundConstraint = constrain;
99 found = true;
100 break;
101 }
94 } 102 }
95 return found; 103 }
96 });
97 returnConstraint = foundConstraint; 104 returnConstraint = foundConstraint;
98 return found; 105 return found;
99 } 106 }
@@ -103,23 +110,33 @@ public class BSConstraintCollection : IDisposable
103 // Return 'true' if a constraint was found and destroyed. 110 // Return 'true' if a constraint was found and destroyed.
104 public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) 111 public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
105 { 112 {
106 // return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID);
107
108 bool ret = false; 113 bool ret = false;
109 BSConstraint constrain; 114 lock (m_constraints)
115 {
116 BSConstraint constrain;
117 if (this.TryGetConstraint(body1, body2, out constrain))
118 {
119 // remove the constraint from our collection
120 RemoveAndDestroyConstraint(constrain);
121 ret = true;
122 }
123 }
124
125 return ret;
126 }
110 127
111 if (this.TryGetConstraint(body1, body2, out constrain)) 128 // The constraint MUST exist in the collection
129 public bool RemoveAndDestroyConstraint(BSConstraint constrain)
130 {
131 lock (m_constraints)
112 { 132 {
113 m_world.scene.DetailLog("{0},BSConstraintCollection.RemoveAndDestroyConstraint,taint,body1={1},body2={2}", BSScene.DetailLogZero, body1.ID, body2.ID);
114 // remove the constraint from our collection 133 // remove the constraint from our collection
115 m_constraints.Remove(constrain); 134 m_constraints.Remove(constrain);
116 // tell the engine that all its structures need to be freed
117 constrain.Dispose();
118 // we destroyed something
119 ret = true;
120 } 135 }
121 136 // tell the engine that all its structures need to be freed
122 return ret; 137 constrain.Dispose();
138 // we destroyed something
139 return true;
123 } 140 }
124 141
125 // Remove all constraints that reference the passed body. 142 // Remove all constraints that reference the passed body.
@@ -130,16 +147,15 @@ public class BSConstraintCollection : IDisposable
130 147
131 List<BSConstraint> toRemove = new List<BSConstraint>(); 148 List<BSConstraint> toRemove = new List<BSConstraint>();
132 uint lookingID = body1.ID; 149 uint lookingID = body1.ID;
133 ForEachConstraint(delegate(BSConstraint constrain) 150 lock (m_constraints)
134 { 151 {
135 if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID) 152 foreach (BSConstraint constrain in m_constraints)
136 { 153 {
137 toRemove.Add(constrain); 154 if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID)
155 {
156 toRemove.Add(constrain);
157 }
138 } 158 }
139 return false;
140 });
141 lock (m_constraints)
142 {
143 foreach (BSConstraint constrain in toRemove) 159 foreach (BSConstraint constrain in toRemove)
144 { 160 {
145 m_constraints.Remove(constrain); 161 m_constraints.Remove(constrain);
@@ -151,28 +167,16 @@ public class BSConstraintCollection : IDisposable
151 167
152 public bool RecalculateAllConstraints() 168 public bool RecalculateAllConstraints()
153 { 169 {
154 ForEachConstraint(delegate(BSConstraint constrain) 170 bool ret = false;
155 {
156 constrain.CalculateTransforms();
157 return false;
158 });
159 return true;
160 }
161
162 // Lock the constraint list and loop through it.
163 // The constraint action returns 'true' if it wants the loop aborted.
164 private void ForEachConstraint(ConstraintAction action)
165 {
166 lock (m_constraints) 171 lock (m_constraints)
167 { 172 {
168 foreach (BSConstraint constrain in m_constraints) 173 foreach (BSConstraint constrain in m_constraints)
169 { 174 {
170 if (action(constrain)) 175 constrain.CalculateTransforms();
171 break; 176 ret = true;
172 } 177 }
173 } 178 }
179 return ret;
174 } 180 }
175
176
177} 181}
178} 182}