// 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 } }
///<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); } }
/// <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); } } } } }
// 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 } }
///<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); }