Пример #1
0
 private void collision_accounting_events(PhysicsActor p1, PhysicsActor p2, ContactPoint contact)
 {
     if (!p2.SubscribedEvents() && !p1.SubscribedEvents())
         return;
     FireCollisionEvent(p1, p2, contact);
     if (p1.SubscribedEvents())
         p1.AddCollisionEvent(p2.LocalID, contact);
     if (p2.SubscribedEvents())
         p2.AddCollisionEvent(p1.LocalID, contact);
 }
Пример #2
0
 public void remCollisionEventReporting(PhysicsActor obj)
 {
     if (IsLocked)
     {
         ActiveRemoveCollisionQueue.Add(obj);
     }
     else
     {
         lock (_collisionEventListLock)
         {
             _collisionEventPrimList.Remove(obj);
             _collisionEventPrimDictionary.Remove(obj.UUID);
         }
     }
 }
Пример #3
0
        /// <summary>
        ///   Called after our prim properties are set Scale, position etc.
        ///   We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
        ///   This assures us that we have no race conditions
        /// </summary>
        /// <param name = "prim"></param>
        public override void AddPhysicsActorTaint(PhysicsActor prim)
        {
            if (prim is AuroraODEPrim)
            {
/* ignore taints for prims
                AuroraODEPrim taintedprim = ((AuroraODEPrim)prim);
                lock (_taintedPrimLock)
                {
                    if (!(_taintedPrimH.Contains(taintedprim)))
                    {
                        //Console.WriteLine("AddPhysicsActorTaint to " +  taintedprim.m_primName);
                        _taintedPrimH.Add(taintedprim);                    // HashSet for searching
                        _taintedPrimL.Add(taintedprim);                    // List for ordered readout
                    }
                }
 */
                return;
            }
            else if (prim is AuroraODECharacter)
            {
                AuroraODECharacter taintedchar = ((AuroraODECharacter) prim);
                lock (_taintedActors)
                {
                    if (!(_taintedActors.Contains(taintedchar)))
                    {
                        _taintedActors.Add(taintedchar);
                        if (taintedchar.bad)
                            MainConsole.Instance.DebugFormat("[PHYSICS]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
                    }
                }
            }
        }
Пример #4
0
 public abstract void AddPhysicsActorTaint(PhysicsActor prim);
Пример #5
0
        // End recovered. Kitto Flora

        public void addCollisionEventReporting(PhysicsActor obj)
        {
            if (IsLocked)
            {
                ActiveAddCollisionQueue.Add(obj);
            }
            else
            {
                lock (_collisionEventListLock)
                {
                    if (!_collisionEventPrimDictionary.ContainsKey(obj.UUID))
                    {
                        _collisionEventPrimDictionary.Add(obj.UUID, obj);
                        _collisionEventPrimList.Add(obj);
                    }
                }
            }
        }
Пример #6
0
 public void FireCollisionEvent (PhysicsActor actor, PhysicsActor collidedActor, ContactPoint contact)
 {
     if(OnCollisionEvent != null)
         OnCollisionEvent (actor, collidedActor, contact);
 }
Пример #7
0
 public override void AddPhysicsActorTaint (PhysicsActor prim)
 {
 }
Пример #8
0
        // Something has collided
        private void SendCollision(uint localID, uint collidingWith, Vector3 collidePoint, Vector3 collideNormal,
                                   float penitration,
                                   out PhysicsActor collider)
        {
            collider = null;
            if (localID == TERRAIN_ID || localID == GROUNDPLANE_ID)
                return; // don't send collisions to the terrain

            ActorTypes type = ActorTypes.Prim;
            if (collidingWith == TERRAIN_ID || collidingWith == GROUNDPLANE_ID)
                type = ActorTypes.Ground;
            else if (m_avatars.ContainsKey(collidingWith))
                type = ActorTypes.Agent;

            BSPrim prim;
            if (m_prims.TryGetValue(localID, out prim))
            {
                collider = prim;
                prim.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
                return;
            }
            BSCharacter actor;
            if (m_avatars.TryGetValue(localID, out actor))
            {
                collider = actor;
                actor.Collide(collidingWith, type, collidePoint, collideNormal, penitration);
                return;
            }
            return;
        }
Пример #9
0
 public override void link(PhysicsActor obj)
 {
 }
Пример #10
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 public abstract void link (PhysicsActor obj);