DestroyBody() 공개 메소드

public DestroyBody ( ) : void
리턴 void
 /// <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(ODEPrim prim)
 {
     RemCollisionEventReporting(prim);
     RemoveActivePrim(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("[ODE Physics]: Unable to remove prim from physics scene");
             }
         }
         catch (AccessViolationException)
         {
             MainConsole.Instance.Info(
                 "[ODE Physics]: Couldn't remove prim from physics scene, it was already be removed.");
         }
     }
     if (!prim.childPrim)
     {
         lock (prim.childrenPrim)
             foreach (ODEPrim prm in prim.childrenPrim)
                 RemovePrimThreadLocked(prm);
     }
     lock (_prims)
         _prims.Remove(prim);
 }
예제 #2
0
        // I'm the parent
        // prim is the child
        public void ParentPrim(ODEPrim prim)
        {
            //Console.WriteLine("ParentPrim  " + m_primName);
            if (m_localID != prim.m_localID)
            {
                DestroyBody();

                lock (childrenPrim)
                {
                    foreach (ODEPrim 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
            }
        }