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path: root/OpenSim/Region/Physics/BulletSPlugin/BSActors.cs
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/*
 * 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;

namespace OpenSim.Region.Physics.BulletSPlugin
{
public class BSActorCollection
{
    private BSScene PhysicsScene { get; set; }
    private Dictionary<string, BSActor> m_actors;

    public BSActorCollection(BSScene physicsScene)
    {
        PhysicsScene = physicsScene;
        m_actors = new Dictionary<string, BSActor>();
    }
    public void Add(string name, BSActor actor)
    {
        m_actors[name] = actor;
    }
    public bool RemoveAndRelease(string name)
    {
        bool ret = false;
        if (m_actors.ContainsKey(name))
        {
            BSActor beingRemoved = m_actors[name];
            beingRemoved.Release();
            m_actors.Remove(name);
            ret = true;
        }
        return ret;
    }
    public void Clear()
    {
        Release();
        m_actors.Clear();
    }
    public bool HasActor(string name)
    {
        return m_actors.ContainsKey(name);
    }
    public void ForEachActor(Action<BSActor> act)
    {
        foreach (KeyValuePair<string, BSActor> kvp in m_actors)
            act(kvp.Value);
    }

    public void Release()
    {
        ForEachActor(a => a.Release());
    }
    public void Refresh()
    {
        ForEachActor(a => a.Refresh());
    }
    public void RemoveBodyDependencies()
    {
        ForEachActor(a => a.RemoveBodyDependencies());
    }
}

// =============================================================================
public abstract class BSActor
{
    protected BSScene PhysicsScene { get; private set; }
    protected BSPhysObject Prim { get; private set; }
    protected bool Enabled { get; set; }
    public string ActorName { get; private set; }

    public BSActor(BSScene physicsScene, BSPhysObject pObj, string actorName)
    {
        PhysicsScene = physicsScene;
        Prim = pObj;
        ActorName = actorName;
        Enabled = true;
    }

    // Return 'true' if activily updating the prim
    public virtual bool isActive
    {
        get { return Enabled; }
    }
    // Turn the actor on an off.
    public virtual void Enable(bool setEnabled)
    {
        Enabled = setEnabled;
    }
    // Release any connections and resources used by the actor.
    public abstract void Release();
    // Called when physical parameters (properties set in Bullet) need to be re-applied.
    public abstract void Refresh();
    // The object's physical representation is being rebuilt so pick up any physical dependencies (constraints, ...).
    //     Register a prestep action to restore physical requirements before the next simulation step.
    public abstract void RemoveBodyDependencies();

}
}