From 92e4f9f412046f8f7926c99c9e56c3a8b6b2edbf Mon Sep 17 00:00:00 2001 From: teravus Date: Sun, 23 Dec 2012 15:21:25 -0500 Subject: * Initial commit of BulletSimN (BulletSNPlugin). Purely C# implementation of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN. --- .../BulletSNPlugin/BSConstraintCollection.cs | 180 +++++++++++++++++++++ 1 file changed, 180 insertions(+) create mode 100644 OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs (limited to 'OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs') diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs new file mode 100644 index 0000000..5c00b1a --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSConstraintCollection.cs @@ -0,0 +1,180 @@ +/* + * Copyright (c) Contributors, http://opensimulator.org/ + * See CONTRIBUTORS.TXT for a full list of copyright holders. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyrightD + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of the OpenSimulator Project nor the + * names of its contributors may be used to endorse or promote products + * derived from this software without specific prior written permission. + * + * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY + * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED + * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE + * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY + * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES + * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; + * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND + * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS + * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ +using System; +using System.Collections.Generic; +using System.Text; +using log4net; +using OpenMetaverse; + +namespace OpenSim.Region.Physics.BulletSNPlugin +{ + +public sealed class BSConstraintCollection : IDisposable +{ + // private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); + // private static readonly string LogHeader = "[CONSTRAINT COLLECTION]"; + + delegate bool ConstraintAction(BSConstraint constrain); + + private List m_constraints; + private BulletSim m_world; + + public BSConstraintCollection(BulletSim world) + { + m_world = world; + m_constraints = new List(); + } + + public void Dispose() + { + this.Clear(); + } + + public void Clear() + { + lock (m_constraints) + { + foreach (BSConstraint cons in m_constraints) + { + cons.Dispose(); + } + m_constraints.Clear(); + } + } + + public bool AddConstraint(BSConstraint cons) + { + lock (m_constraints) + { + // There is only one constraint between any bodies. Remove any old just to make sure. + RemoveAndDestroyConstraint(cons.Body1, cons.Body2); + + m_constraints.Add(cons); + } + + return true; + } + + // Get the constraint between two bodies. There can be only one. + // Return 'true' if a constraint was found. + public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint) + { + bool found = false; + BSConstraint foundConstraint = null; + + uint lookingID1 = body1.ID; + uint lookingID2 = body2.ID; + lock (m_constraints) + { + foreach (BSConstraint constrain in m_constraints) + { + if ((constrain.Body1.ID == lookingID1 && constrain.Body2.ID == lookingID2) + || (constrain.Body1.ID == lookingID2 && constrain.Body2.ID == lookingID1)) + { + foundConstraint = constrain; + found = true; + break; + } + } + } + returnConstraint = foundConstraint; + return found; + } + + // Remove any constraint between the passed bodies. + // Presumed there is only one such constraint possible. + // Return 'true' if a constraint was found and destroyed. + public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) + { + bool ret = false; + lock (m_constraints) + { + BSConstraint constrain; + if (this.TryGetConstraint(body1, body2, out constrain)) + { + // remove the constraint from our collection + RemoveAndDestroyConstraint(constrain); + ret = true; + } + } + + return ret; + } + + // The constraint MUST exist in the collection + public bool RemoveAndDestroyConstraint(BSConstraint constrain) + { + lock (m_constraints) + { + // remove the constraint from our collection + m_constraints.Remove(constrain); + } + // tell the engine that all its structures need to be freed + constrain.Dispose(); + // we destroyed something + return true; + } + + // Remove all constraints that reference the passed body. + // Return 'true' if any constraints were destroyed. + public bool RemoveAndDestroyConstraint(BulletBody body1) + { + List toRemove = new List(); + uint lookingID = body1.ID; + lock (m_constraints) + { + foreach (BSConstraint constrain in m_constraints) + { + if (constrain.Body1.ID == lookingID || constrain.Body2.ID == lookingID) + { + toRemove.Add(constrain); + } + } + foreach (BSConstraint constrain in toRemove) + { + m_constraints.Remove(constrain); + constrain.Dispose(); + } + } + return (toRemove.Count > 0); + } + + public bool RecalculateAllConstraints() + { + bool ret = false; + lock (m_constraints) + { + foreach (BSConstraint constrain in m_constraints) + { + constrain.CalculateTransforms(); + ret = true; + } + } + return ret; + } +} +} -- cgit v1.1