bug fix, and make Mesh-Mesh and Mesh-Terrain collisions a lot softer
parent
9ec9eee75f
commit
7deaad7368
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@ -633,17 +633,17 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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#region Collision Detection
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// sets a global contact for a joint for contactgeom , and base contact description)
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private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom)
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private IntPtr CreateContacJoint(ref d.ContactGeom contactGeom,bool smooth)
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{
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if (m_global_contactcount >= maxContactsbeforedeath)
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return IntPtr.Zero;
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m_global_contactcount++;
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SharedTmpcontact.geom.depth = contactGeom.depth;
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if(smooth)
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SharedTmpcontact.geom.depth = contactGeom.depth * 0.05f;
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else
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SharedTmpcontact.geom.depth = contactGeom.depth;
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SharedTmpcontact.geom.pos = contactGeom.pos;
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SharedTmpcontact.geom.pos = contactGeom.pos;
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SharedTmpcontact.geom.normal = contactGeom.normal;
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@ -836,6 +836,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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bool dop1ava = false;
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bool dop2ava = false;
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bool ignore = false;
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bool smoothMesh = false;
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switch (p1.PhysicsActorType)
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{
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@ -879,6 +880,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (relVlenSQ > 0.01f)
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mu *= frictionMovementMult;
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if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass &&
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d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
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smoothMesh = true;
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break;
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case (int)ActorTypes.Ground:
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@ -889,13 +893,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (Math.Abs(p1.Velocity.X) > 0.1f || Math.Abs(p1.Velocity.Y) > 0.1f)
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mu *= frictionMovementMult;
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p1.CollidingGround = true;
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/*
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if (d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
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{
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if (curContact.side1 > 0)
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IgnoreNegSides = true;
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}
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*/
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if(d.GeomGetClass(g1) == d.GeomClassID.TriMeshClass)
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smoothMesh = true;
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break;
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case (int)ActorTypes.Water:
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@ -919,6 +919,9 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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if (Math.Abs(p2.Velocity.X) > 0.1f || Math.Abs(p2.Velocity.Y) > 0.1f)
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mu *= frictionMovementMult;
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if(d.GeomGetClass(g2) == d.GeomClassID.TriMeshClass)
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smoothMesh = true;
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}
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else
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ignore = true;
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@ -951,76 +954,77 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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bool useAltcontact = false;
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bool noskip = true;
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if(dop1ava || dop2ava)
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smoothMesh = false;
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while (true)
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{
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// if (!(IgnoreNegSides && curContact.side1 < 0))
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noskip = true;
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useAltcontact = false;
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if (dop1ava)
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{
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noskip = true;
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useAltcontact = false;
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if (dop1ava)
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if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
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{
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if ((((OdeCharacter)p1).Collide(g1, g2, false, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
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if (p2.PhysicsActorType == (int)ActorTypes.Agent)
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{
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if (p2.PhysicsActorType == (int)ActorTypes.Agent)
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{
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p1.CollidingObj = true;
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p2.CollidingObj = true;
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}
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else if (p2.Velocity.LengthSquared() > 0.0f)
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p2.CollidingObj = true;
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p1.CollidingObj = true;
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p2.CollidingObj = true;
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}
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else
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noskip = false;
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else if (p2.Velocity.LengthSquared() > 0.0f)
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p2.CollidingObj = true;
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}
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else if (dop2ava)
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else
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noskip = false;
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}
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else if (dop2ava)
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{
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if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
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{
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if ((((OdeCharacter)p2).Collide(g2, g1, true, ref curContact, ref altContact , ref useAltcontact, ref FeetCollision)))
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if (p1.PhysicsActorType == (int)ActorTypes.Agent)
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{
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if (p1.PhysicsActorType == (int)ActorTypes.Agent)
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{
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p1.CollidingObj = true;
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p2.CollidingObj = true;
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}
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else if (p2.Velocity.LengthSquared() > 0.0f)
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p1.CollidingObj = true;
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p1.CollidingObj = true;
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p2.CollidingObj = true;
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}
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else
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noskip = false;
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else if (p2.Velocity.LengthSquared() > 0.0f)
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p1.CollidingObj = true;
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}
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else
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noskip = false;
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}
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if (noskip)
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{
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if(useAltcontact)
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Joint = CreateContacJoint(ref altContact,smoothMesh);
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else
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Joint = CreateContacJoint(ref curContact,smoothMesh);
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if (Joint == IntPtr.Zero)
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break;
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d.JointAttach(Joint, b1, b2);
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ncontacts++;
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if (curContact.depth > maxDepthContact.PenetrationDepth)
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{
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maxDepthContact.Position.X = curContact.pos.X;
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maxDepthContact.Position.Y = curContact.pos.Y;
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maxDepthContact.Position.Z = curContact.pos.Z;
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maxDepthContact.PenetrationDepth = curContact.depth;
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maxDepthContact.CharacterFeet = FeetCollision;
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}
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if (noskip)
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if (curContact.depth < minDepthContact.PenetrationDepth)
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{
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if(useAltcontact)
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Joint = CreateContacJoint(ref altContact);
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else
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Joint = CreateContacJoint(ref curContact);
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if (Joint == IntPtr.Zero)
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break;
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d.JointAttach(Joint, b1, b2);
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ncontacts++;
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if (curContact.depth > maxDepthContact.PenetrationDepth)
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{
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maxDepthContact.Position.X = curContact.pos.X;
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maxDepthContact.Position.Y = curContact.pos.Y;
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maxDepthContact.Position.Z = curContact.pos.Z;
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maxDepthContact.PenetrationDepth = curContact.depth;
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maxDepthContact.CharacterFeet = FeetCollision;
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}
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if (curContact.depth < minDepthContact.PenetrationDepth)
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{
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minDepthContact.PenetrationDepth = curContact.depth;
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minDepthContact.SurfaceNormal.X = curContact.normal.X;
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minDepthContact.SurfaceNormal.Y = curContact.normal.Y;
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minDepthContact.SurfaceNormal.Z = curContact.normal.Z;
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}
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minDepthContact.PenetrationDepth = curContact.depth;
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minDepthContact.SurfaceNormal.X = curContact.normal.X;
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minDepthContact.SurfaceNormal.Y = curContact.normal.Y;
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minDepthContact.SurfaceNormal.Z = curContact.normal.Z;
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}
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}
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if (++i >= count)
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break;
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@ -1146,14 +1150,16 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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foreach (OdePrim aprim in _activeprims)
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{
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aprim.CollisionScore = 0;
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aprim.IsColliding = false;
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aprim.IsColliding = false;
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}
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}
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lock (_activeprims)
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{
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try
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{
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foreach (OdePrim aprim in _activeprims)
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foreach (OdePrim aprim in _activegroups)
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{
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if(d.BodyIsEnabled(aprim.Body))
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if(!aprim.m_outbounds && d.BodyIsEnabled(aprim.Body))
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{
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d.SpaceCollide2(StaticSpace, aprim.collide_geom, IntPtr.Zero, nearCallback);
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d.SpaceCollide2(GroundSpace, aprim.collide_geom, IntPtr.Zero, nearCallback);
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