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synced 2026-08-12 04:05:42 +08:00
BulletSim: complete movement of physical object action code out of the
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.
This commit is contained in:
@@ -43,7 +43,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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* VariableName: used by the simulator and performs taint operations, etc
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* RawVariableName: direct reference to the BulletSim storage for the variable value
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* ForceVariableName: direct reference (store and fetch) to the value in the physics engine.
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* The last two (and certainly the last one) should be referenced only in taint-time.
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* The last one should only be referenced in taint-time.
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*/
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/*
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@@ -84,6 +84,7 @@ public abstract class BSPhysObject : PhysicsActor
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// Initialize variables kept in base.
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GravModifier = 1.0f;
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Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity);
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HoverActive = false;
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// We don't have any physical representation yet.
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PhysBody = new BulletBody(localID);
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@@ -110,11 +111,10 @@ public abstract class BSPhysObject : PhysicsActor
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// Tell the object to clean up.
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public virtual void Destroy()
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{
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UnRegisterAllPreStepActions();
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UnRegisterAllPostStepActions();
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PhysicalActors.Enable(false);
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PhysicsScene.TaintedObject("BSPhysObject.Destroy", delegate()
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{
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PhysicalActors.Release();
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PhysicalActors.Dispose();
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});
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}
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@@ -203,15 +203,48 @@ public abstract class BSPhysObject : PhysicsActor
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public abstract OMV.Quaternion RawOrientation { get; set; }
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public abstract OMV.Quaternion ForceOrientation { get; set; }
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public abstract OMV.Vector3 RawVelocity { get; set; }
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public OMV.Vector3 RawVelocity { get; set; }
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public abstract OMV.Vector3 ForceVelocity { get; set; }
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public OMV.Vector3 RawForce { get; set; }
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public OMV.Vector3 RawTorque { get; set; }
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public override void AddAngularForce(OMV.Vector3 force, bool pushforce)
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{
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AddAngularForce(force, pushforce, false);
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}
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public abstract void AddAngularForce(OMV.Vector3 force, bool pushforce, bool inTaintTime);
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public abstract OMV.Vector3 ForceRotationalVelocity { get; set; }
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public abstract float ForceBuoyancy { get; set; }
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public virtual bool ForceBodyShapeRebuild(bool inTaintTime) { return false; }
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public override bool PIDActive { set { MoveToTargetActive = value; } }
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public override OMV.Vector3 PIDTarget { set { MoveToTargetTarget = value; } }
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public override float PIDTau { set { MoveToTargetTau = value; } }
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public bool MoveToTargetActive { get; set; }
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public OMV.Vector3 MoveToTargetTarget { get; set; }
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public float MoveToTargetTau { get; set; }
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// Used for llSetHoverHeight and maybe vehicle height. Hover Height will override MoveTo target's Z
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public override bool PIDHoverActive { set { HoverActive = value; } }
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public override float PIDHoverHeight { set { HoverHeight = value; } }
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public override PIDHoverType PIDHoverType { set { HoverType = value; } }
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public override float PIDHoverTau { set { HoverTau = value; } }
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public bool HoverActive { get; set; }
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public float HoverHeight { get; set; }
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public PIDHoverType HoverType { get; set; }
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public float HoverTau { get; set; }
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// For RotLookAt
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public override OMV.Quaternion APIDTarget { set { return; } }
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public override bool APIDActive { set { return; } }
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public override float APIDStrength { set { return; } }
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public override float APIDDamping { set { return; } }
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// The current velocity forward
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public virtual float ForwardSpeed
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{
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@@ -237,7 +270,44 @@ public abstract class BSPhysObject : PhysicsActor
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public OMV.Vector3 LockedAxis { get; set; } // zero means locked. one means free.
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public readonly OMV.Vector3 LockedAxisFree = new OMV.Vector3(1f, 1f, 1f); // All axis are free
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public readonly String LockedAxisActorName = "BSPrim.LockedAxis";
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// Enable physical actions. Bullet will keep sleeping non-moving physical objects so
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// they need waking up when parameters are changed.
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// Called in taint-time!!
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public void ActivateIfPhysical(bool forceIt)
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{
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if (IsPhysical && PhysBody.HasPhysicalBody)
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PhysicsScene.PE.Activate(PhysBody, forceIt);
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}
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// 'actors' act on the physical object to change or constrain its motion. These can range from
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// hovering to complex vehicle motion.
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public delegate BSActor CreateActor();
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public void CreateRemoveActor(bool createRemove, string actorName, bool inTaintTime, CreateActor creator)
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{
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if (createRemove)
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{
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate()
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{
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if (!PhysicalActors.HasActor(actorName))
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{
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DetailLog("{0},BSPrim.CreateRemoveActor,taint,registerActor,a={1}", LocalID, actorName);
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PhysicalActors.Add(actorName, creator());
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}
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});
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}
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else
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{
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PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate()
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{
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if (PhysicalActors.HasActor(actorName))
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{
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DetailLog("{0},BSPrim.CreateRemoveActor,taint,unregisterActor,a={1}", LocalID, actorName);
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PhysicalActors.RemoveAndRelease(actorName);
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}
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});
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}
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}
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#region Collisions
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@@ -255,7 +325,9 @@ public abstract class BSPhysObject : PhysicsActor
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protected CollisionFlags CurrentCollisionFlags { get; set; }
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// On a collision, check the collider and remember if the last collider was moving
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// Used to modify the standing of avatars (avatars on stationary things stand still)
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protected bool ColliderIsMoving;
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public bool ColliderIsMoving;
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// Used by BSCharacter to manage standing (and not slipping)
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public bool IsStationary;
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// Count of collisions for this object
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protected long CollisionAccumulation { get; set; }
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@@ -293,7 +365,7 @@ public abstract class BSPhysObject : PhysicsActor
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protected CollisionEventUpdate CollisionCollection;
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// Remember collisions from last tick for fancy collision based actions
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// (like a BSCharacter walking up stairs).
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protected CollisionEventUpdate CollisionsLastTick;
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public CollisionEventUpdate CollisionsLastTick;
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// The simulation step is telling this object about a collision.
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// Return 'true' if a collision was processed and should be sent up.
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@@ -424,104 +496,6 @@ public abstract class BSPhysObject : PhysicsActor
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public BSActorCollection PhysicalActors;
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// There are some actions that must be performed for a physical object before each simulation step.
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// These actions are optional so, rather than scanning all the physical objects and asking them
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// if they have anything to do, a physical object registers for an event call before the step is performed.
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// This bookkeeping makes it easy to add, remove and clean up after all these registrations.
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private Dictionary<string, BSScene.PreStepAction> RegisteredPrestepActions = new Dictionary<string, BSScene.PreStepAction>();
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private Dictionary<string, BSScene.PostStepAction> RegisteredPoststepActions = new Dictionary<string, BSScene.PostStepAction>();
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protected void RegisterPreStepAction(string op, uint id, BSScene.PreStepAction actn)
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{
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string identifier = op + "-" + id.ToString();
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lock (RegisteredPrestepActions)
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{
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// Clean out any existing action
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UnRegisterPreStepAction(op, id);
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RegisteredPrestepActions[identifier] = actn;
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PhysicsScene.BeforeStep += actn;
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}
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DetailLog("{0},BSPhysObject.RegisterPreStepAction,id={1}", LocalID, identifier);
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}
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// Unregister a pre step action. Safe to call if the action has not been registered.
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// Returns 'true' if an action was actually removed
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protected bool UnRegisterPreStepAction(string op, uint id)
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{
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string identifier = op + "-" + id.ToString();
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bool removed = false;
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lock (RegisteredPrestepActions)
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{
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if (RegisteredPrestepActions.ContainsKey(identifier))
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{
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PhysicsScene.BeforeStep -= RegisteredPrestepActions[identifier];
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RegisteredPrestepActions.Remove(identifier);
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removed = true;
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}
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}
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DetailLog("{0},BSPhysObject.UnRegisterPreStepAction,id={1},removed={2}", LocalID, identifier, removed);
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return removed;
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}
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protected void UnRegisterAllPreStepActions()
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{
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lock (RegisteredPrestepActions)
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{
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foreach (KeyValuePair<string, BSScene.PreStepAction> kvp in RegisteredPrestepActions)
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{
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PhysicsScene.BeforeStep -= kvp.Value;
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}
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RegisteredPrestepActions.Clear();
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}
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DetailLog("{0},BSPhysObject.UnRegisterAllPreStepActions,", LocalID);
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}
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protected void RegisterPostStepAction(string op, uint id, BSScene.PostStepAction actn)
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{
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string identifier = op + "-" + id.ToString();
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lock (RegisteredPoststepActions)
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{
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// Clean out any existing action
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UnRegisterPostStepAction(op, id);
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RegisteredPoststepActions[identifier] = actn;
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PhysicsScene.AfterStep += actn;
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}
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DetailLog("{0},BSPhysObject.RegisterPostStepAction,id={1}", LocalID, identifier);
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}
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// Unregister a pre step action. Safe to call if the action has not been registered.
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// Returns 'true' if an action was actually removed.
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protected bool UnRegisterPostStepAction(string op, uint id)
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{
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string identifier = op + "-" + id.ToString();
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bool removed = false;
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lock (RegisteredPoststepActions)
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{
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if (RegisteredPoststepActions.ContainsKey(identifier))
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{
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PhysicsScene.AfterStep -= RegisteredPoststepActions[identifier];
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RegisteredPoststepActions.Remove(identifier);
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removed = true;
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}
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}
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DetailLog("{0},BSPhysObject.UnRegisterPostStepAction,id={1},removed={2}", LocalID, identifier, removed);
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return removed;
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}
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protected void UnRegisterAllPostStepActions()
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{
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lock (RegisteredPoststepActions)
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{
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foreach (KeyValuePair<string, BSScene.PostStepAction> kvp in RegisteredPoststepActions)
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{
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PhysicsScene.AfterStep -= kvp.Value;
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}
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RegisteredPoststepActions.Clear();
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}
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DetailLog("{0},BSPhysObject.UnRegisterAllPostStepActions,", LocalID);
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}
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// When an update to the physical properties happens, this event is fired to let
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// different actors to modify the update before it is passed around
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public delegate void PreUpdatePropertyAction(ref EntityProperties entprop);
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@@ -533,46 +507,6 @@ public abstract class BSPhysObject : PhysicsActor
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actions(ref entprop);
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}
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private Dictionary<string, PreUpdatePropertyAction> RegisteredPreUpdatePropertyActions = new Dictionary<string, PreUpdatePropertyAction>();
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public void RegisterPreUpdatePropertyAction(string identifier, PreUpdatePropertyAction actn)
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{
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lock (RegisteredPreUpdatePropertyActions)
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{
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// Clean out any existing action
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UnRegisterPreUpdatePropertyAction(identifier);
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RegisteredPreUpdatePropertyActions[identifier] = actn;
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OnPreUpdateProperty += actn;
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}
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DetailLog("{0},BSPhysObject.RegisterPreUpdatePropertyAction,id={1}", LocalID, identifier);
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}
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public bool UnRegisterPreUpdatePropertyAction(string identifier)
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{
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bool removed = false;
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lock (RegisteredPreUpdatePropertyActions)
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{
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if (RegisteredPreUpdatePropertyActions.ContainsKey(identifier))
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{
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OnPreUpdateProperty -= RegisteredPreUpdatePropertyActions[identifier];
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RegisteredPreUpdatePropertyActions.Remove(identifier);
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removed = true;
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}
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}
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DetailLog("{0},BSPhysObject.UnRegisterPreUpdatePropertyAction,id={1},removed={2}", LocalID, identifier, removed);
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return removed;
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}
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public void UnRegisterAllPreUpdatePropertyActions()
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{
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lock (RegisteredPreUpdatePropertyActions)
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{
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foreach (KeyValuePair<string, PreUpdatePropertyAction> kvp in RegisteredPreUpdatePropertyActions)
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{
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OnPreUpdateProperty -= kvp.Value;
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}
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RegisteredPreUpdatePropertyActions.Clear();
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}
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DetailLog("{0},BSPhysObject.UnRegisterAllPreUpdatePropertyAction,", LocalID);
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}
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#endregion // Per Simulation Step actions
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// High performance detailed logging routine used by the physical objects.
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