set svn:eol-style

afrisby
Jeff Ames 2007-12-04 04:59:27 +00:00
parent 4f05347246
commit 21c35d5703
2 changed files with 1163 additions and 1163 deletions

View File

@ -1,477 +1,477 @@
using System; using System;
using System.Collections.Generic; using System.Collections.Generic;
using Axiom.Math; using Axiom.Math;
using Ode.NET; using Ode.NET;
using OpenSim.Framework; using OpenSim.Framework;
using OpenSim.Region.Physics.Manager; using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Physics.OdePlugin namespace OpenSim.Region.Physics.OdePlugin
{ {
public class OdeCharacter : PhysicsActor public class OdeCharacter : PhysicsActor
{ {
private PhysicsVector _position; private PhysicsVector _position;
private d.Vector3 _zeroPosition; private d.Vector3 _zeroPosition;
private bool _zeroFlag = false; private bool _zeroFlag = false;
private bool m_lastUpdateSent = false; private bool m_lastUpdateSent = false;
private PhysicsVector _velocity; private PhysicsVector _velocity;
private PhysicsVector _target_velocity; private PhysicsVector _target_velocity;
private PhysicsVector _acceleration; private PhysicsVector _acceleration;
private PhysicsVector m_rotationalVelocity; private PhysicsVector m_rotationalVelocity;
private static float PID_D = 3020.0f; private static float PID_D = 3020.0f;
private static float PID_P = 7000.0f; private static float PID_P = 7000.0f;
private static float POSTURE_SERVO = 10000.0f; private static float POSTURE_SERVO = 10000.0f;
public static float CAPSULE_RADIUS = 0.5f; public static float CAPSULE_RADIUS = 0.5f;
public float CAPSULE_LENGTH = 0.79f; public float CAPSULE_LENGTH = 0.79f;
private bool flying = false; private bool flying = false;
private bool m_iscolliding = false; private bool m_iscolliding = false;
private bool m_iscollidingGround = false; private bool m_iscollidingGround = false;
private bool m_wascolliding = false; private bool m_wascolliding = false;
private bool m_wascollidingGround = false; private bool m_wascollidingGround = false;
private bool m_alwaysRun = false; private bool m_alwaysRun = false;
private bool m_hackSentFall = false; private bool m_hackSentFall = false;
private bool m_hackSentFly = false; private bool m_hackSentFly = false;
private string m_name = ""; private string m_name = "";
private bool[] m_colliderarr = new bool[11]; private bool[] m_colliderarr = new bool[11];
private bool[] m_colliderGroundarr = new bool[11]; private bool[] m_colliderGroundarr = new bool[11];
private bool jumping = false; private bool jumping = false;
//private float gravityAccel; //private float gravityAccel;
public IntPtr Body; public IntPtr Body;
private OdeScene _parent_scene; private OdeScene _parent_scene;
public IntPtr Shell; public IntPtr Shell;
public d.Mass ShellMass; public d.Mass ShellMass;
public bool collidelock = false; public bool collidelock = false;
public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos) public OdeCharacter(String avName, OdeScene parent_scene, PhysicsVector pos)
{ {
_velocity = new PhysicsVector(); _velocity = new PhysicsVector();
_target_velocity = new PhysicsVector(); _target_velocity = new PhysicsVector();
_position = pos; _position = pos;
_acceleration = new PhysicsVector(); _acceleration = new PhysicsVector();
_parent_scene = parent_scene; _parent_scene = parent_scene;
for (int i = 0; i < 11; i++) for (int i = 0; i < 11; i++)
{ {
m_colliderarr[i] = false; m_colliderarr[i] = false;
} }
lock (OdeScene.OdeLock) lock (OdeScene.OdeLock)
{ {
Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH); Shell = d.CreateCapsule(parent_scene.space, CAPSULE_RADIUS, CAPSULE_LENGTH);
d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f); d.MassSetCapsule(out ShellMass, 50.0f, 3, 0.4f, 1.0f);
Body = d.BodyCreate(parent_scene.world); Body = d.BodyCreate(parent_scene.world);
d.BodySetMass(Body, ref ShellMass); d.BodySetMass(Body, ref ShellMass);
d.BodySetPosition(Body, pos.X, pos.Y, pos.Z); d.BodySetPosition(Body, pos.X, pos.Y, pos.Z);
d.GeomSetBody(Shell, Body); d.GeomSetBody(Shell, Body);
} }
m_name = avName; m_name = avName;
parent_scene.geom_name_map[Shell] = avName; parent_scene.geom_name_map[Shell] = avName;
parent_scene.actor_name_map[Shell] = (PhysicsActor)this; parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
} }
public override int PhysicsActorType public override int PhysicsActorType
{ {
get { return (int)ActorTypes.Agent; } get { return (int)ActorTypes.Agent; }
set { return; } set { return; }
} }
public override bool SetAlwaysRun public override bool SetAlwaysRun
{ {
get { return m_alwaysRun; } get { return m_alwaysRun; }
set { m_alwaysRun = value; } set { m_alwaysRun = value; }
} }
public override bool IsPhysical public override bool IsPhysical
{ {
get { return false; } get { return false; }
set { return; } set { return; }
} }
public override bool ThrottleUpdates public override bool ThrottleUpdates
{ {
get { return false; } get { return false; }
set { return; } set { return; }
} }
public override bool Flying public override bool Flying
{ {
get { return flying; } get { return flying; }
set { flying = value; } set { flying = value; }
} }
public override bool IsColliding public override bool IsColliding
{ {
get { return m_iscolliding; } get { return m_iscolliding; }
set set
{ {
int i; int i;
int truecount = 0; int truecount = 0;
int falsecount = 0; int falsecount = 0;
if (m_colliderarr.Length >= 10) if (m_colliderarr.Length >= 10)
{ {
for (i = 0; i < 10; i++) for (i = 0; i < 10; i++)
{ {
m_colliderarr[i] = m_colliderarr[i + 1]; m_colliderarr[i] = m_colliderarr[i + 1];
} }
} }
m_colliderarr[10] = value; m_colliderarr[10] = value;
for (i = 0; i < 11; i++) for (i = 0; i < 11; i++)
{ {
if (m_colliderarr[i]) if (m_colliderarr[i])
{ {
truecount++; truecount++;
} }
else else
{ {
falsecount++; falsecount++;
} }
} }
// Equal truecounts and false counts means we're colliding with something. // Equal truecounts and false counts means we're colliding with something.
if (falsecount > 1.2 * truecount) if (falsecount > 1.2 * truecount)
{ {
m_iscolliding = false; m_iscolliding = false;
} }
else else
{ {
m_iscolliding = true; m_iscolliding = true;
} }
if (m_wascolliding != m_iscolliding) if (m_wascolliding != m_iscolliding)
{ {
base.SendCollisionUpdate(new CollisionEventUpdate()); base.SendCollisionUpdate(new CollisionEventUpdate());
} }
m_wascolliding = m_iscolliding; m_wascolliding = m_iscolliding;
} }
} }
public override bool CollidingGround public override bool CollidingGround
{ {
get { return m_iscollidingGround; } get { return m_iscollidingGround; }
set set
{ {
int i; int i;
int truecount = 0; int truecount = 0;
int falsecount = 0; int falsecount = 0;
if (m_colliderGroundarr.Length >= 10) if (m_colliderGroundarr.Length >= 10)
{ {
for (i = 0; i < 10; i++) for (i = 0; i < 10; i++)
{ {
m_colliderGroundarr[i] = m_colliderGroundarr[i + 1]; m_colliderGroundarr[i] = m_colliderGroundarr[i + 1];
} }
} }
m_colliderGroundarr[10] = value; m_colliderGroundarr[10] = value;
for (i = 0; i < 11; i++) for (i = 0; i < 11; i++)
{ {
if (m_colliderGroundarr[i]) if (m_colliderGroundarr[i])
{ {
truecount++; truecount++;
} }
else else
{ {
falsecount++; falsecount++;
} }
} }
// Equal truecounts and false counts means we're colliding with something. // Equal truecounts and false counts means we're colliding with something.
if (falsecount > 1.2 * truecount) if (falsecount > 1.2 * truecount)
{ {
m_iscollidingGround = false; m_iscollidingGround = false;
} }
else else
{ {
m_iscollidingGround = true; m_iscollidingGround = true;
} }
if (m_wascollidingGround != m_iscollidingGround) if (m_wascollidingGround != m_iscollidingGround)
{ {
//base.SendCollisionUpdate(new CollisionEventUpdate()); //base.SendCollisionUpdate(new CollisionEventUpdate());
} }
m_wascollidingGround = m_iscollidingGround; m_wascollidingGround = m_iscollidingGround;
} }
} }
public override bool CollidingObj public override bool CollidingObj
{ {
get { return false; } get { return false; }
set { return; } set { return; }
} }
public override PhysicsVector Position public override PhysicsVector Position
{ {
get { return _position; } get { return _position; }
set set
{ {
lock (OdeScene.OdeLock) lock (OdeScene.OdeLock)
{ {
d.BodySetPosition(Body, value.X, value.Y, value.Z); d.BodySetPosition(Body, value.X, value.Y, value.Z);
_position = value; _position = value;
} }
} }
} }
public override PhysicsVector RotationalVelocity public override PhysicsVector RotationalVelocity
{ {
get { return m_rotationalVelocity; } get { return m_rotationalVelocity; }
set { m_rotationalVelocity = value; } set { m_rotationalVelocity = value; }
} }
public override PhysicsVector Size public override PhysicsVector Size
{ {
get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); } get { return new PhysicsVector(CAPSULE_RADIUS * 2, CAPSULE_RADIUS * 2, CAPSULE_LENGTH); }
set set
{ {
lock (OdeScene.OdeLock) lock (OdeScene.OdeLock)
{ {
PhysicsVector SetSize = value; PhysicsVector SetSize = value;
float prevCapsule = CAPSULE_LENGTH; float prevCapsule = CAPSULE_LENGTH;
float capsuleradius = CAPSULE_RADIUS; float capsuleradius = CAPSULE_RADIUS;
capsuleradius = 0.2f; capsuleradius = 0.2f;
CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size CAPSULE_LENGTH = (SetSize.Z - ((SetSize.Z * 0.43f))); // subtract 43% of the size
d.BodyDestroy(Body); d.BodyDestroy(Body);
d.GeomDestroy(Shell); d.GeomDestroy(Shell);
//OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH)); //OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Set Avatar Height To: " + (CAPSULE_RADIUS + CAPSULE_LENGTH));
Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH); Shell = d.CreateCapsule(_parent_scene.space, capsuleradius, CAPSULE_LENGTH);
d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH); d.MassSetCapsule(out ShellMass, 50.0f, 3, CAPSULE_RADIUS, CAPSULE_LENGTH);
Body = d.BodyCreate(_parent_scene.world); Body = d.BodyCreate(_parent_scene.world);
d.BodySetMass(Body, ref ShellMass); d.BodySetMass(Body, ref ShellMass);
d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule)); d.BodySetPosition(Body, _position.X, _position.Y, _position.Z + Math.Abs(CAPSULE_LENGTH - prevCapsule));
d.GeomSetBody(Shell, Body); d.GeomSetBody(Shell, Body);
} }
_parent_scene.geom_name_map[Shell] = m_name; _parent_scene.geom_name_map[Shell] = m_name;
_parent_scene.actor_name_map[Shell] = (PhysicsActor)this; _parent_scene.actor_name_map[Shell] = (PhysicsActor)this;
} }
} }
public override PrimitiveBaseShape Shape public override PrimitiveBaseShape Shape
{ {
set set
{ {
return; return;
} }
} }
public override PhysicsVector Velocity public override PhysicsVector Velocity
{ {
get { return _velocity; } get { return _velocity; }
set { _target_velocity = value; } set { _target_velocity = value; }
} }
public override bool Kinematic public override bool Kinematic
{ {
get { return false; } get { return false; }
set { } set { }
} }
public override Quaternion Orientation public override Quaternion Orientation
{ {
get { return Quaternion.Identity; } get { return Quaternion.Identity; }
set { } set { }
} }
public override PhysicsVector Acceleration public override PhysicsVector Acceleration
{ {
get { return _acceleration; } get { return _acceleration; }
} }
public void SetAcceleration(PhysicsVector accel) public void SetAcceleration(PhysicsVector accel)
{ {
_acceleration = accel; _acceleration = accel;
} }
public override void AddForce(PhysicsVector force) public override void AddForce(PhysicsVector force)
{ {
_target_velocity.X += force.X; _target_velocity.X += force.X;
_target_velocity.Y += force.Y; _target_velocity.Y += force.Y;
_target_velocity.Z += force.Z; _target_velocity.Z += force.Z;
//m_lastUpdateSent = false; //m_lastUpdateSent = false;
} }
public void doForce(PhysicsVector force) public void doForce(PhysicsVector force)
{ {
if (!collidelock) if (!collidelock)
{ {
d.BodyAddForce(Body, force.X, force.Y, force.Z); d.BodyAddForce(Body, force.X, force.Y, force.Z);
// ok -- let's stand up straight! // ok -- let's stand up straight!
d.Vector3 feet; d.Vector3 feet;
d.Vector3 head; d.Vector3 head;
d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet); d.BodyGetRelPointPos(Body, 0.0f, 0.0f, -1.0f, out feet);
d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head); d.BodyGetRelPointPos(Body, 0.0f, 0.0f, 1.0f, out head);
float posture = head.Z - feet.Z; float posture = head.Z - feet.Z;
// restoring force proportional to lack of posture: // restoring force proportional to lack of posture:
float servo = (2.5f - posture) * POSTURE_SERVO; float servo = (2.5f - posture) * POSTURE_SERVO;
d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f); d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, servo, 0.0f, 0.0f, 1.0f);
d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f); d.BodyAddForceAtRelPos(Body, 0.0f, 0.0f, -servo, 0.0f, 0.0f, -1.0f);
//m_lastUpdateSent = false; //m_lastUpdateSent = false;
} }
} }
public override void SetMomentum(PhysicsVector momentum) public override void SetMomentum(PhysicsVector momentum)
{ {
} }
public void Move(float timeStep) public void Move(float timeStep)
{ {
// no lock; for now it's only called from within Simulate() // no lock; for now it's only called from within Simulate()
PhysicsVector vec = new PhysicsVector(); PhysicsVector vec = new PhysicsVector();
d.Vector3 vel = d.BodyGetLinearVel(Body); d.Vector3 vel = d.BodyGetLinearVel(Body);
float movementdivisor = 1f; float movementdivisor = 1f;
if (!m_alwaysRun) if (!m_alwaysRun)
{ {
movementdivisor = 1.3f; movementdivisor = 1.3f;
} }
else else
{ {
movementdivisor = 0.8f; movementdivisor = 0.8f;
} }
// if velocity is zero, use position control; otherwise, velocity control // if velocity is zero, use position control; otherwise, velocity control
if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding) if (_target_velocity.X == 0.0f && _target_velocity.Y == 0.0f && _target_velocity.Z == 0.0f && m_iscolliding)
{ {
// keep track of where we stopped. No more slippin' & slidin' // keep track of where we stopped. No more slippin' & slidin'
if (!_zeroFlag) if (!_zeroFlag)
{ {
_zeroFlag = true; _zeroFlag = true;
_zeroPosition = d.BodyGetPosition(Body); _zeroPosition = d.BodyGetPosition(Body);
} }
d.Vector3 pos = d.BodyGetPosition(Body); d.Vector3 pos = d.BodyGetPosition(Body);
vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P; vec.X = (_target_velocity.X - vel.X) * PID_D + (_zeroPosition.X - pos.X) * PID_P;
vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P; vec.Y = (_target_velocity.Y - vel.Y) * PID_D + (_zeroPosition.Y - pos.Y) * PID_P;
if (flying) if (flying)
{ {
vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
} }
} }
else else
{ {
_zeroFlag = false; _zeroFlag = false;
if (m_iscolliding || flying) if (m_iscolliding || flying)
{ {
vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * PID_D; vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * PID_D;
vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * PID_D; vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * PID_D;
} }
if (m_iscolliding && !flying && _target_velocity.Z > 0.0f) if (m_iscolliding && !flying && _target_velocity.Z > 0.0f)
{ {
d.Vector3 pos = d.BodyGetPosition(Body); d.Vector3 pos = d.BodyGetPosition(Body);
vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P; vec.Z = (_target_velocity.Z - vel.Z) * PID_D + (_zeroPosition.Z - pos.Z) * PID_P;
if (_target_velocity.X > 0) if (_target_velocity.X > 0)
{ {
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
} }
if (_target_velocity.Y > 0) if (_target_velocity.Y > 0)
{ {
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
} }
} }
else if (!m_iscolliding && !flying) else if (!m_iscolliding && !flying)
{ {
d.Vector3 pos = d.BodyGetPosition(Body); d.Vector3 pos = d.BodyGetPosition(Body);
if (_target_velocity.X > 0) if (_target_velocity.X > 0)
{ {
vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D; vec.X = ((_target_velocity.X - vel.X) / 1.2f) * PID_D;
} }
if (_target_velocity.Y > 0) if (_target_velocity.Y > 0)
{ {
vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D; vec.Y = ((_target_velocity.Y - vel.Y) / 1.2f) * PID_D;
} }
} }
if (flying) if (flying)
{ {
vec.Z = (_target_velocity.Z - vel.Z) * PID_D; vec.Z = (_target_velocity.Z - vel.Z) * PID_D;
} }
} }
if (flying) if (flying)
{ {
vec.Z += 10.0f; vec.Z += 10.0f;
} }
doForce(vec); doForce(vec);
} }
public void UpdatePositionAndVelocity() public void UpdatePositionAndVelocity()
{ {
// no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit! // no lock; called from Simulate() -- if you call this from elsewhere, gotta lock or do Monitor.Enter/Exit!
d.Vector3 vec = d.BodyGetPosition(Body); d.Vector3 vec = d.BodyGetPosition(Body);
// kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!) // kluge to keep things in bounds. ODE lets dead avatars drift away (they should be removed!)
if (vec.X < 0.0f) vec.X = 0.0f; if (vec.X < 0.0f) vec.X = 0.0f;
if (vec.Y < 0.0f) vec.Y = 0.0f; if (vec.Y < 0.0f) vec.Y = 0.0f;
if (vec.X > 255.95f) vec.X = 255.95f; if (vec.X > 255.95f) vec.X = 255.95f;
if (vec.Y > 255.95f) vec.Y = 255.95f; if (vec.Y > 255.95f) vec.Y = 255.95f;
_position.X = vec.X; _position.X = vec.X;
_position.Y = vec.Y; _position.Y = vec.Y;
_position.Z = vec.Z; _position.Z = vec.Z;
if (_zeroFlag) if (_zeroFlag)
{ {
_velocity.X = 0.0f; _velocity.X = 0.0f;
_velocity.Y = 0.0f; _velocity.Y = 0.0f;
_velocity.Z = 0.0f; _velocity.Z = 0.0f;
if (!m_lastUpdateSent) if (!m_lastUpdateSent)
{ {
m_lastUpdateSent = true; m_lastUpdateSent = true;
base.RequestPhysicsterseUpdate(); base.RequestPhysicsterseUpdate();
string primScenAvatarIn = _parent_scene.whichspaceamIin(_position); string primScenAvatarIn = _parent_scene.whichspaceamIin(_position);
int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position); int[] arrayitem = _parent_scene.calculateSpaceArrayItemFromPos(_position);
if (primScenAvatarIn == "0") if (primScenAvatarIn == "0")
{ {
OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in space with no prim. Arr:':" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
} }
else else
{ {
OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString()); OpenSim.Framework.Console.MainLog.Instance.Verbose("Physics", "Avatar " + m_name + " in Prim space':" + primScenAvatarIn + ". Arr:" + arrayitem[0].ToString() + "," + arrayitem[1].ToString());
} }
} }
} }
else else
{ {
m_lastUpdateSent = false; m_lastUpdateSent = false;
vec = d.BodyGetLinearVel(Body); vec = d.BodyGetLinearVel(Body);
_velocity.X = (vec.X); _velocity.X = (vec.X);
_velocity.Y = (vec.Y); _velocity.Y = (vec.Y);
_velocity.Z = (vec.Z); _velocity.Z = (vec.Z);
if (_velocity.Z < -6 && !m_hackSentFall) if (_velocity.Z < -6 && !m_hackSentFall)
{ {
m_hackSentFall = true; m_hackSentFall = true;
base.SendCollisionUpdate(new CollisionEventUpdate()); base.SendCollisionUpdate(new CollisionEventUpdate());
} }
else if (flying && !m_hackSentFly) else if (flying && !m_hackSentFly)
{ {
//m_hackSentFly = true; //m_hackSentFly = true;
//base.SendCollisionUpdate(new CollisionEventUpdate()); //base.SendCollisionUpdate(new CollisionEventUpdate());
} }
else else
{ {
m_hackSentFly = false; m_hackSentFly = false;
m_hackSentFall = false; m_hackSentFall = false;
} }
} }
} }
public void Destroy() public void Destroy()
{ {
lock (OdeScene.OdeLock) lock (OdeScene.OdeLock)
{ {
d.GeomDestroy(Shell); d.GeomDestroy(Shell);
_parent_scene.geom_name_map.Remove(Shell); _parent_scene.geom_name_map.Remove(Shell);
d.BodyDestroy(Body); d.BodyDestroy(Body);
} }
} }
} }
} }

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