* Located and destroyed the weird velocity and rotation transfers. It turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.ThreadPoolClientBranch
parent
58c72c409d
commit
19e0ada93a
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@ -77,8 +77,11 @@ namespace OpenSim.Region.Environment.Scenes
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private bool m_newForce = false;
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private bool m_newCoarseLocations = true;
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private bool m_gotAllObjectsInScene = false;
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private bool m_lastPhysicsStoppedStatus = false;
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private LLVector3 m_lastVelocity = LLVector3.Zero;
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// Default AV Height
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private float m_avHeight = 127.0f;
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@ -1263,11 +1266,17 @@ namespace OpenSim.Region.Environment.Scenes
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m_updateCount = 0;
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}
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}
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else if (Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) // physics-related movement
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else if ((Util.GetDistanceTo(lastPhysPos, AbsolutePosition) > 0.02) || (Util.GetDistanceTo(m_lastVelocity, m_velocity) > 0.02)) // physics-related movement
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{
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// Send Terse Update to all clients updates lastPhysPos and m_lastVelocity
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// doing the above assures us that we know what we sent the clients last
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SendTerseUpdateToAllClients();
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m_updateCount = 0;
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lastPhysPos = AbsolutePosition;
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}
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// followed suggestion from mic bowman. reversed the two lines below.
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@ -1308,6 +1317,9 @@ namespace OpenSim.Region.Environment.Scenes
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m_scene.Broadcast(SendTerseUpdateToClient);
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m_lastVelocity = m_velocity;
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lastPhysPos = AbsolutePosition;
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m_scene.AddAgentTime(System.Environment.TickCount - m_perfMonMS);
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}
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@ -1729,7 +1741,7 @@ namespace OpenSim.Region.Environment.Scenes
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AbsolutePosition.Z);
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m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec);
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m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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//m_physicsActor.OnRequestTerseUpdate += SendTerseUpdateToAllClients;
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m_physicsActor.OnCollisionUpdate += PhysicsCollisionUpdate;
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}
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@ -274,6 +274,12 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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set { return; }
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@ -730,6 +730,11 @@ namespace OpenSim.Region.Physics.BulletXPlugin
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_name = name;
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.Manager
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public class CollisionLocker
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{
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private bool locked = false;
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private List<IntPtr> worldlock = new List<IntPtr>();
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public CollisionLocker()
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{
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@ -118,6 +118,8 @@ namespace OpenSim.Region.Physics.Manager
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get { return new NullPhysicsActor(); }
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}
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public abstract bool Stopped { get; }
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public abstract PhysicsVector Size { get; set; }
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public abstract PrimitiveBaseShape Shape { set; }
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@ -204,6 +206,11 @@ namespace OpenSim.Region.Physics.Manager
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public class NullPhysicsActor : PhysicsActor
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{
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public override bool Stopped
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{
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get{ return false; }
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}
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public override PhysicsVector Position
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{
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get { return PhysicsVector.Zero; }
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@ -317,6 +317,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_pidControllerActive = status;
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}
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public override bool Stopped
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{
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get { return _zeroFlag; }
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}
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/// <summary>
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/// This 'puts' an avatar somewhere in the physics space.
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/// Not really a good choice unless you 'know' it's a good
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@ -509,8 +514,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override PhysicsVector Velocity
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{
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get {
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// There's a problem with PhysicsVector.Zero! Don't Use it Here!
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if (_zeroFlag)
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return PhysicsVector.Zero;
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return new PhysicsVector(0f, 0f, 0f);
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m_lastUpdateSent = false;
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return _velocity;
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}
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@ -756,7 +762,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (!m_lastUpdateSent)
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{
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m_lastUpdateSent = true;
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base.RequestPhysicsterseUpdate();
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//base.RequestPhysicsterseUpdate();
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}
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}
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@ -1129,6 +1129,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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set { m_throttleUpdates = value; }
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}
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public override bool Stopped
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{
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get { return _zeroFlag; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@ -1233,12 +1238,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override PhysicsVector RotationalVelocity
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{
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get {
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PhysicsVector pv = new PhysicsVector(0, 0, 0);
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if (_zeroFlag)
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return PhysicsVector.Zero;
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return pv;
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m_lastUpdateSent = false;
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if (m_rotationalVelocity.IsIdentical(PhysicsVector.Zero, 0.2f))
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return PhysicsVector.Zero;
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if (m_rotationalVelocity.IsIdentical(pv, 0.2f))
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return pv;
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return m_rotationalVelocity;
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}
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@ -1261,7 +1267,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public void UpdatePositionAndVelocity()
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{
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// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
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PhysicsVector pv = new PhysicsVector(0, 0, 0);
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if (Body != (IntPtr) 0)
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{
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d.Vector3 vec = d.BodyGetPosition(Body);
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@ -1348,7 +1354,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_throttleUpdates = false;
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throttleCounter = 0;
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m_rotationalVelocity = PhysicsVector.Zero;
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m_rotationalVelocity = pv;
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base.RequestPhysicsterseUpdate();
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m_lastUpdateSent = true;
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}
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@ -1362,9 +1368,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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_velocity.X = vel.X;
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_velocity.Y = vel.Y;
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_velocity.Z = vel.Z;
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if (_velocity.IsIdentical(PhysicsVector.Zero, 0.5f))
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if (_velocity.IsIdentical(pv, 0.5f))
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{
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m_rotationalVelocity = PhysicsVector.Zero;
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m_rotationalVelocity = pv;
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}
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else
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{
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@ -403,6 +403,11 @@ namespace OpenSim.Region.Physics.POSPlugin
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set { return; }
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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set { return; }
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@ -279,6 +279,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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set { m_rotationalVelocity = value; }
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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@ -479,6 +484,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
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set { return; }
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get
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