本文整理汇总了C#中Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPrim.DestroyBody方法的典型用法代码示例。如果您正苦于以下问题:C# AuroraODEPrim.DestroyBody方法的具体用法?C# AuroraODEPrim.DestroyBody怎么用?C# AuroraODEPrim.DestroyBody使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Aurora.Physics.AuroraOpenDynamicsEngine.AuroraODEPrim
的用法示例。
在下文中一共展示了AuroraODEPrim.DestroyBody方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: ParentPrim
// I'm the parent
// prim is the child
public void ParentPrim(AuroraODEPrim prim)
{
//Console.WriteLine("ParentPrim " + m_primName);
if (this.m_localID != prim.m_localID)
{
lock (childrenPrim)
{
if (!childrenPrim.Contains(prim)) // must allow full reconstruction
childrenPrim.Add(prim);
}
prim.childPrim = true;
prim._parent = this;
if (prim.Body != IntPtr.Zero && prim.Body != Body)
{
prim.DestroyBody(); // don't loose bodies around
prim.Body = IntPtr.Zero;
}
if (m_isphysical)
MakeBody(); // full nasty reconstruction
}
}
示例2: RemovePrimThreadLocked
///<summary>
/// This is called from within simulate but outside the locked portion
/// We need to do our own locking here
/// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
///
/// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
/// that the space was using.
///</summary>
///<param name = "prim"></param>
public void RemovePrimThreadLocked(AuroraODEPrim prim)
{
//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
lock (prim)
{
remCollisionEventReporting(prim);
remActivePrim(prim);
prim.m_frozen = true;
if (prim.prim_geom != IntPtr.Zero)
{
prim.DestroyBody();
prim.IsPhysical = false;
prim.m_targetSpace = IntPtr.Zero;
try
{
if (prim.prim_geom != IntPtr.Zero)
{
d.GeomDestroy(prim.prim_geom);
prim.prim_geom = IntPtr.Zero;
}
else
{
MainConsole.Instance.Warn("[PHYSICS]: Unable to remove prim from physics scene");
}
}
catch (AccessViolationException)
{
MainConsole.Instance.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
}
}
if (!prim.childPrim)
{
lock (prim.childrenPrim)
{
foreach (AuroraODEPrim prm in prim.childrenPrim)
{
RemovePrimThreadLocked(prm);
}
}
}
lock (_prims)
_prims.Remove(prim);
}
}
示例3: RemovePrimThreadLocked
/// <summary>
/// This is called from within simulate but outside the locked portion
/// We need to do our own locking here
/// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
///
/// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
/// that the space was using.
/// </summary>
/// <param name="prim"></param>
public void RemovePrimThreadLocked(AuroraODEPrim prim)
{
//Console.WriteLine("RemovePrimThreadLocked " + prim.m_primName);
lock (prim)
{
remCollisionEventReporting(prim);
remActivePrim(prim);
lock (ode)
{
prim.m_frozen = true;
if (prim.prim_geom != IntPtr.Zero)
{
prim.DestroyBody();
prim.IsPhysical = false;
// we don't want to remove the main space
// If the geometry is in the targetspace, remove it from the target space
//m_log.Warn(prim.m_targetSpace);
//if (prim.m_targetSpace != IntPtr.Zero)
//{
//if (d.SpaceQuery(prim.m_targetSpace, prim.prim_geom))
//{
//if (d.GeomIsSpace(prim.m_targetSpace))
//{
//waitForSpaceUnlock(prim.m_targetSpace);
//d.SpaceRemove(prim.m_targetSpace, prim.prim_geom);
prim.m_targetSpace = IntPtr.Zero;
//}
//else
//{
// m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
//((OdePrim)prim).m_targetSpace.ToString());
//}
//}
//}
//m_log.Warn(prim.prim_geom);
try
{
if (prim.prim_geom != IntPtr.Zero)
{
d.GeomDestroy(prim.prim_geom);
prim.prim_geom = IntPtr.Zero;
}
else
{
m_log.Warn("[PHYSICS]: Unable to remove prim from physics scene");
}
}
catch (AccessViolationException)
{
m_log.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
}
lock (_prims)
_prims.Remove(prim);
//If there are no more geometries in the sub-space, we don't need it in the main space anymore
//if (d.SpaceGetNumGeoms(prim.m_targetSpace) == 0)
//{
//if (prim.m_targetSpace != null)
//{
//if (d.GeomIsSpace(prim.m_targetSpace))
//{
//waitForSpaceUnlock(prim.m_targetSpace);
//d.SpaceRemove(space, prim.m_targetSpace);
// free up memory used by the space.
//d.SpaceDestroy(prim.m_targetSpace);
//int[] xyspace = calculateSpaceArrayItemFromPos(prim.Position);
//resetSpaceArrayItemToZero(xyspace[0], xyspace[1]);
//}
//else
//{
//m_log.Info("[Physics]: Invalid Scene passed to 'removeprim from scene':" +
//((OdePrim) prim).m_targetSpace.ToString());
//}
//}
//}
if (SupportsNINJAJoints)
{
RemoveAllJointsConnectedToActorThreadLocked(prim);
}
}
}
}
}
示例4: ParentPrim
// I'm the parent
// prim is the child
public void ParentPrim(AuroraODEPrim prim)
{
//Console.WriteLine("ParentPrim " + m_primName);
if (this.m_localID != prim.m_localID)
{
DestroyBody();
lock (childrenPrim)
{
foreach (AuroraODEPrim prm in prim.childrenPrim.Where(prm => !childrenPrim.Contains(prm)))
{
childrenPrim.Add(prm);
}
if (!childrenPrim.Contains(prim)) // must allow full reconstruction
childrenPrim.Add(prim);
}
//Remove old children
prim.childrenPrim.Clear();
prim.childPrim = true;
prim._parent = this;
if (prim.Body != IntPtr.Zero)
{
prim.DestroyBody(); // don't loose bodies around
prim.Body = IntPtr.Zero;
}
MakeBody(); // full nasty reconstruction
}
}
示例5: RemovePrimThreadLocked
///<summary>
/// This is called from within simulate but outside the locked portion
/// We need to do our own locking here
/// Essentially, we need to remove the prim from our space segment, whatever segment it's in.
///
/// If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory
/// that the space was using.
///</summary>
///<param name = "prim"></param>
internal void RemovePrimThreadLocked(AuroraODEPrim prim)
{
remCollisionEventReporting(prim);
remActivePrim(prim);
prim.m_frozen = true;
if (prim.prim_geom != IntPtr.Zero)
{
prim.DestroyBody();
prim.IsPhysical = false;
prim.m_targetSpace = IntPtr.Zero;
try
{
if (prim.prim_geom != IntPtr.Zero)
{
d.GeomDestroy(prim.prim_geom);
prim.prim_geom = IntPtr.Zero;
}
else
{
MainConsole.Instance.Warn("[PHYSICS]: Unable to remove prim from physics scene");
}
}
catch (AccessViolationException)
{
MainConsole.Instance.Info("[PHYSICS]: Couldn't remove prim from physics scene, it was already be removed.");
}
}
if (!prim.childPrim)
{
lock (prim.childrenPrim)
foreach (AuroraODEPrim prm in prim.childrenPrim)
RemovePrimThreadLocked(prm);
}
if (prim.ParentEntity != null)
prim.ParentEntity.PhysActor = null; //Delete it
lock (_prims)
_prims.Remove(prim);
}