// called when this character is being destroyed and the resources should be released public override void Destroy() { base.Destroy(); DetailLog("{0},BSCharacter.Destroy", LocalID); PhysScene.TaintedObject("BSCharacter.destroy", delegate() { PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); PhysBody.Clear(); PhysShape.Dereference(PhysScene); PhysShape = new BSShapeNull(); }); }
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { IsInitialized = false; PhysScene = parentScene; LocalID = localID; PhysObjectName = name; Name = name; // PhysicsActor also has the name of the object. Someday consolidate. TypeName = typeName; // The collection of things that push me around PhysicalActors = new BSActorCollection(PhysScene); // Initialize variables kept in base. GravModifier = 1.0f; Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); HoverActive = false; // We don't have any physical representation yet. PhysBody = new BulletBody(localID); PhysShape = new BSShapeNull(); UserSetCenterOfMassDisplacement = null; PrimAssetState = PrimAssetCondition.Unknown; // Default material type. Also sets Friction, Restitution and Density. SetMaterial((int)MaterialAttributes.Material.Wood); CollisionCollection = new CollisionEventUpdate(); CollisionsLastReported = CollisionCollection; CollisionsLastTick = new CollisionEventUpdate(); CollisionsLastTickStep = -1; SubscribedEventsMs = 0; // Crazy values that will never be true CollidingStep = BSScene.NotASimulationStep; CollidingGroundStep = BSScene.NotASimulationStep; CollisionAccumulation = BSScene.NotASimulationStep; ColliderIsMoving = false; CollisionScore = 0; // All axis free. LockedLinearAxis = LockedAxisFree; LockedAngularAxis = LockedAxisFree; }
// called when this character is being destroyed and the resources should be released public override void Destroy() { IsInitialized = false; base.Destroy(); DetailLog("{0},BSCharacter.Destroy", LocalID); PhysScene.TaintedObject(LocalID, "BSCharacter.destroy", delegate() { PhysScene.Shapes.DereferenceBody(PhysBody, null /* bodyCallback */); PhysBody.Clear(); PhysShape.Dereference(PhysScene); PhysShape = new BSShapeNull(); }); }
protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName) { IsInitialized = false; PhysScene = parentScene; LocalID = localID; PhysObjectName = name; Name = name; // PhysicsActor also has the name of the object. Someday consolidate. TypeName = typeName; // The collection of things that push me around PhysicalActors = new BSActorCollection(PhysScene); // Initialize variables kept in base. GravModifier = 1.0f; Gravity = new OMV.Vector3(0f, 0f, BSParam.Gravity); HoverActive = false; // We don't have any physical representation yet. PhysBody = new BulletBody(localID); PhysShape = new BSShapeNull(); UserSetCenterOfMassDisplacement = null; PrimAssetState = PrimAssetCondition.Unknown; // Default material type. Also sets Friction, Restitution and Density. SetMaterial((int)MaterialAttributes.Material.Wood); CollisionCollection = new CollisionEventUpdate(); CollisionsLastReported = CollisionCollection; CollisionsLastTick = new CollisionEventUpdate(); CollisionsLastTickStep = -1; SubscribedEventsMs = 0; // Crazy values that will never be true CollidingStep = BSScene.NotASimulationStep; CollidingGroundStep = BSScene.NotASimulationStep; CollisionAccumulation = BSScene.NotASimulationStep; ColliderIsMoving = false; CollisionScore = 0; // All axis free. LockedLinearAxis = LockedAxisFree; LockedAngularAxis = LockedAxisFree; }
// called when this prim is being destroyed and we should free all the resources public override void Destroy() { // m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID); IsInitialized = false; base.Destroy(); // Undo any vehicle properties this.VehicleType = (int)Vehicle.TYPE_NONE; PhysScene.TaintedObject("BSPrim.Destroy", delegate() { DetailLog("{0},BSPrim.Destroy,taint,", LocalID); // If there are physical body and shape, release my use of same. PhysScene.Shapes.DereferenceBody(PhysBody, null); PhysBody.Clear(); PhysShape.Dereference(PhysScene); PhysShape = new BSShapeNull(); }); }