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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs339
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActors.cs254
2 files changed, 302 insertions, 291 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
index b4af126..5f74a14 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorLockAxis.cs
@@ -1,168 +1,171 @@
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 */
27 27
28using System; 28using System;
29using System.Collections.Generic; 29using System.Collections.Generic;
30using System.Linq; 30using System.Linq;
31using System.Text; 31using System.Text;
32 32
33using OMV = OpenMetaverse; 33using OMV = OpenMetaverse;
34 34
35namespace OpenSim.Region.Physics.BulletSPlugin 35namespace OpenSim.Region.Physics.BulletSPlugin
36{ 36{
37public class BSActorLockAxis : BSActor 37public class BSActorLockAxis : BSActor
38{ 38{
39 bool TryExperimentalLockAxisCode = false; 39 bool TryExperimentalLockAxisCode = false;
40 BSConstraint LockAxisConstraint = null; 40 BSConstraint LockAxisConstraint = null;
41 41
42 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName) 42 public BSActorLockAxis(BSScene physicsScene, BSPhysObject pObj, string actorName)
43 : base(physicsScene, pObj,actorName) 43 : base(physicsScene, pObj,actorName)
44 { 44 {
45 LockAxisConstraint = null; 45 PhysicsScene.DetailLog("{0},BSActorLockAxis,constructor", Prim.LocalID);
46 } 46 LockAxisConstraint = null;
47 47 }
48 // BSActor.isActive 48
49 public override bool isActive 49 // BSActor.isActive
50 { 50 public override bool isActive
51 get { return Enabled && Prim.IsPhysicallyActive; } 51 {
52 } 52 get { return Enabled && Prim.IsPhysicallyActive; }
53 53 }
54 // Release any connections and resources used by the actor. 54
55 // BSActor.Release() 55 // Release any connections and resources used by the actor.
56 public override void Release() 56 // BSActor.Dispose()
57 { 57 public override void Dispose()
58 RemoveAxisLockConstraint(); 58 {
59 } 59 RemoveAxisLockConstraint();
60 60 }
61 // Called when physical parameters (properties set in Bullet) need to be re-applied. 61
62 // Called at taint-time. 62 // Called when physical parameters (properties set in Bullet) need to be re-applied.
63 // BSActor.Refresh() 63 // Called at taint-time.
64 public override void Refresh() 64 // BSActor.Refresh()
65 { 65 public override void Refresh()
66 // If all the axis are free, we don't need to exist 66 {
67 if (Prim.LockedAxis == Prim.LockedAxisFree) 67 PhysicsScene.DetailLog("{0},BSActorLockAxis,refresh,lockedAxis={1},enabled={2},pActive={3}",
68 { 68 Prim.LocalID, Prim.LockedAxis, Enabled, Prim.IsPhysicallyActive);
69 Prim.PhysicalActors.RemoveAndRelease(ActorName); 69 // If all the axis are free, we don't need to exist
70 return; 70 if (Prim.LockedAxis == Prim.LockedAxisFree)
71 } 71 {
72 // If the object is physically active, add the axis locking constraint 72 Prim.PhysicalActors.RemoveAndRelease(ActorName);
73 if (Enabled 73 return;
74 && Prim.IsPhysicallyActive 74 }
75 && TryExperimentalLockAxisCode 75 // If the object is physically active, add the axis locking constraint
76 && Prim.LockedAxis != Prim.LockedAxisFree) 76 if (Enabled
77 { 77 && Prim.IsPhysicallyActive
78 if (LockAxisConstraint != null) 78 && TryExperimentalLockAxisCode
79 AddAxisLockConstraint(); 79 && Prim.LockedAxis != Prim.LockedAxisFree)
80 } 80 {
81 else 81 if (LockAxisConstraint != null)
82 { 82 AddAxisLockConstraint();
83 RemoveAxisLockConstraint(); 83 }
84 } 84 else
85 } 85 {
86 86 RemoveAxisLockConstraint();
87 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...). 87 }
88 // Register a prestep action to restore physical requirements before the next simulation step. 88 }
89 // Called at taint-time. 89
90 // BSActor.RemoveBodyDependencies() 90 // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
91 public override void RemoveBodyDependencies() 91 // Register a prestep action to restore physical requirements before the next simulation step.
92 { 92 // Called at taint-time.
93 if (LockAxisConstraint != null) 93 // BSActor.RemoveBodyDependencies()
94 { 94 public override void RemoveBodyDependencies()
95 // If a constraint is set up, remove it from the physical scene 95 {
96 RemoveAxisLockConstraint(); 96 if (LockAxisConstraint != null)
97 // Schedule a call before the next simulation step to restore the constraint. 97 {
98 PhysicsScene.PostTaintObject(Prim.LockedAxisActorName, Prim.LocalID, delegate() 98 // If a constraint is set up, remove it from the physical scene
99 { 99 RemoveAxisLockConstraint();
100 Refresh(); 100 // Schedule a call before the next simulation step to restore the constraint.
101 }); 101 PhysicsScene.PostTaintObject(Prim.LockedAxisActorName, Prim.LocalID, delegate()
102 } 102 {
103 } 103 Refresh();
104 104 });
105 private void AddAxisLockConstraint() 105 }
106 { 106 }
107 // Lock that axis by creating a 6DOF constraint that has one end in the world and 107
108 // the other in the object. 108 private void AddAxisLockConstraint()
109 // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817 109 {
110 // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380 110 // Lock that axis by creating a 6DOF constraint that has one end in the world and
111 111 // the other in the object.
112 // Remove any existing axis constraint (just to be sure) 112 // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=20817
113 RemoveAxisLockConstraint(); 113 // http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?p=26380
114 114
115 BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(PhysicsScene.World, Prim.PhysBody, 115 // Remove any existing axis constraint (just to be sure)
116 OMV.Vector3.Zero, OMV.Quaternion.Inverse(Prim.RawOrientation), 116 RemoveAxisLockConstraint();
117 true /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */); 117
118 LockAxisConstraint = axisConstrainer; 118 BSConstraint6Dof axisConstrainer = new BSConstraint6Dof(PhysicsScene.World, Prim.PhysBody,
119 PhysicsScene.Constraints.AddConstraint(LockAxisConstraint); 119 OMV.Vector3.Zero, OMV.Quaternion.Inverse(Prim.RawOrientation),
120 120 true /* useLinearReferenceFrameB */, true /* disableCollisionsBetweenLinkedBodies */);
121 // The constraint is tied to the world and oriented to the prim. 121 LockAxisConstraint = axisConstrainer;
122 122 PhysicsScene.Constraints.AddConstraint(LockAxisConstraint);
123 // Free to move linearly 123
124 OMV.Vector3 linearLow = OMV.Vector3.Zero; 124 // The constraint is tied to the world and oriented to the prim.
125 OMV.Vector3 linearHigh = PhysicsScene.TerrainManager.DefaultRegionSize; 125
126 axisConstrainer.SetLinearLimits(linearLow, linearHigh); 126 // Free to move linearly
127 127 OMV.Vector3 linearLow = OMV.Vector3.Zero;
128 // Angular with some axis locked 128 OMV.Vector3 linearHigh = PhysicsScene.TerrainManager.DefaultRegionSize;
129 float f2PI = (float)Math.PI * 2f; 129 axisConstrainer.SetLinearLimits(linearLow, linearHigh);
130 OMV.Vector3 angularLow = new OMV.Vector3(-f2PI, -f2PI, -f2PI); 130
131 OMV.Vector3 angularHigh = new OMV.Vector3(f2PI, f2PI, f2PI); 131 // Angular with some axis locked
132 if (Prim.LockedAxis.X != 1f) 132 float f2PI = (float)Math.PI * 2f;
133 { 133 OMV.Vector3 angularLow = new OMV.Vector3(-f2PI, -f2PI, -f2PI);
134 angularLow.X = 0f; 134 OMV.Vector3 angularHigh = new OMV.Vector3(f2PI, f2PI, f2PI);
135 angularHigh.X = 0f; 135 if (Prim.LockedAxis.X != 1f)
136 } 136 {
137 if (Prim.LockedAxis.Y != 1f) 137 angularLow.X = 0f;
138 { 138 angularHigh.X = 0f;
139 angularLow.Y = 0f; 139 }
140 angularHigh.Y = 0f; 140 if (Prim.LockedAxis.Y != 1f)
141 } 141 {
142 if (Prim.LockedAxis.Z != 1f) 142 angularLow.Y = 0f;
143 { 143 angularHigh.Y = 0f;
144 angularLow.Z = 0f; 144 }
145 angularHigh.Z = 0f; 145 if (Prim.LockedAxis.Z != 1f)
146 } 146 {
147 axisConstrainer.SetAngularLimits(angularLow, angularHigh); 147 angularLow.Z = 0f;
148 148 angularHigh.Z = 0f;
149 PhysicsScene.DetailLog("{0},BSPrim.LockAngularMotion,create,linLow={1},linHi={2},angLow={3},angHi={4}", 149 }
150 Prim.LocalID, linearLow, linearHigh, angularLow, angularHigh); 150 axisConstrainer.SetAngularLimits(angularLow, angularHigh);
151 151
152 // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo. 152 PhysicsScene.DetailLog("{0},BSPrim.LockAngularMotion,create,linLow={1},linHi={2},angLow={3},angHi={4}",
153 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f); 153 Prim.LocalID, linearLow, linearHigh, angularLow, angularHigh);
154 154
155 axisConstrainer.RecomputeConstraintVariables(Prim.RawMass); 155 // Constants from one of the posts mentioned above and used in Bullet's ConstraintDemo.
156 } 156 axisConstrainer.TranslationalLimitMotor(true /* enable */, 5.0f, 0.1f);
157 157
158 private void RemoveAxisLockConstraint() 158 axisConstrainer.RecomputeConstraintVariables(Prim.RawMass);
159 { 159 }
160 if (LockAxisConstraint != null) 160
161 { 161 private void RemoveAxisLockConstraint()
162 PhysicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint); 162 {
163 LockAxisConstraint = null; 163 if (LockAxisConstraint != null)
164 PhysicsScene.DetailLog("{0},BSPrim.CleanUpLockAxisPhysicals,destroyingConstraint", Prim.LocalID); 164 {
165 } 165 PhysicsScene.Constraints.RemoveAndDestroyConstraint(LockAxisConstraint);
166 } 166 LockAxisConstraint = null;
167} 167 PhysicsScene.DetailLog("{0},BSPrim.CleanUpLockAxisPhysicals,destroyingConstraint", Prim.LocalID);
168} 168 }
169 }
170}
171}
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}