Exemplo n.º 1
0
        private void DeleteActor(PhysX.RigidActor oldActor, PhysicsShape oldShape, bool wasPhysical, DeleteActorFlags flags)
        {
            if (oldActor != null)
            {
                if (_touchCounts.IsValueCreated)
                {
                    SendCollisionEndToContactedObjects();
                    _touchCounts.Value.Clear();
                }

                _scene.ForEachCharacter((PhysxCharacter character) =>
                {
                    character.InvalidateControllerCacheIfContacting(this);
                }
                );

                _scene.SceneImpl.RemoveActor(oldActor);
                oldActor.Dispose();

                if ((flags & DeleteActorFlags.DestroyPrimaryMaterial) != 0)
                {
                    _properties.PhysxMaterial.CheckedDispose();
                }

                if ((flags & DeleteActorFlags.DestroyChildMaterials) != 0)
                {
                    //also dispose child prim materials
                    foreach (PhysxPrim prim in _childShapes.Keys)
                    {
                        prim._properties.PhysxMaterial.CheckedDispose();
                    }
                }

                //unref our old shape
                if (oldShape != null)
                {
                    _scene.MeshingStageImpl.UnrefShape(oldShape, wasPhysical);

                    if ((flags & DeleteActorFlags.UnrefChildShapes) != 0)
                    {
                        //unref child shapes
                        foreach (RelatedShapes childShapes in _childShapes.Values)
                        {
                            _scene.MeshingStageImpl.UnrefShape(childShapes.ChildShape, wasPhysical);
                        }
                    }
                }

                //everyone watching us for delete should be informed
                Action<PhysxPrim> onDel = this.OnDeleted;
                if (onDel != null)
                {
                    onDel(this);
                    foreach (Action<PhysxPrim> act in onDel.GetInvocationList())
                    {
                        onDel -= act;
                    }
                }

                if (_primsBeingWatchedForDeletes.IsValueCreated)
                {
                    foreach (var prim in _primsBeingWatchedForDeletes.Value)
                    {
                        prim.OnDeleted -= new Action<PhysxPrim>(other_OnDeleted);
                    }

                    _primsBeingWatchedForDeletes = new Lazy<List<PhysxPrim>>();
                }

                //no matter if we're unreffing or not, the actual child shape list is now invalid becase
                //these shapes were part of our old physx actor
                _childShapes.Clear();
                _shapeToPrimIndex.Clear();
                _primaryShapes.Clear();
            }
        }
Exemplo n.º 2
0
        private void AssignActor(PhysX.RigidActor myActor, PhysicsShape newShape, bool isPhysical, DeleteActorFlags flags)
        {
            PhysX.RigidActor oldActor = _actor;
            PhysicsShape oldShape = null;
            
            if (newShape != null)
            {
                oldShape = _myShape;
                _myShape = newShape;
            }

            _actor = myActor;
            
            if (_actor != null && _actor is PhysX.RigidDynamic)
            {
                _dynActor = (PhysX.RigidDynamic)_actor;
                CacheMassData();
            }
            else
            {
                _dynActor = null;
            }

            bool wasPhysical = _isPhysical;
            _isPhysical = isPhysical;

            if (HasActor) _scene.SceneImpl.AddActor(_actor);       //add to physx scene
            this.DeleteActor(oldActor, oldShape, wasPhysical, flags);

            if (_actor != null)
            {
                _actor.UserData = this;
                this.IndexAndConfigurePrimaryShapes();
            }

            ClearForcesAndSendUpdate();
            ChangeGravityIfNeeded();
        }