remove possible PhysActor unexpectedly null race conditions when changing prim collision status
factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()0.7.3-extended
parent
54e59099b7
commit
84d4b390f1
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@ -2162,12 +2162,6 @@ namespace OpenSim.Region.Framework.Scenes
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part.RemoveFromPhysics();
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part.RemoveFromPhysics();
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}
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}
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}
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}
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// if (rootPart.PhysActor != null)
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// {
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// PhysicsScene.RemovePrim(rootPart.PhysActor);
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// rootPart.PhysActor = null;
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// }
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if (UnlinkSceneObject(group, false))
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if (UnlinkSceneObject(group, false))
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{
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{
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@ -1488,40 +1488,17 @@ namespace OpenSim.Region.Framework.Scenes
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if (VolumeDetectActive)
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if (VolumeDetectActive)
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isPhantom = false;
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isPhantom = false;
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// Added clarification.. since A rigid body is an object that you can kick around, etc.
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bool RigidBody = isPhysical && !isPhantom;
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// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
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// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
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// or flexible
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// or flexible
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if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
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if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible))
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{
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{
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try
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// Added clarification.. since A rigid body is an object that you can kick around, etc.
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{
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bool rigidBody = isPhysical && !isPhantom;
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PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
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string.Format("{0}/{1}", Name, UUID),
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Shape,
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AbsolutePosition,
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Scale,
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RotationOffset,
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RigidBody,
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m_localId);
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}
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catch
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{
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m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
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PhysActor = null;
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}
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// Basic Physics can also return null as well as an exception catch.
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PhysicsActor pa = AddToPhysics(rigidBody);
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PhysicsActor pa = PhysActor;
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if (pa != null)
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if (pa != null)
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{
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pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
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pa.SetMaterial(Material);
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DoPhysicsPropertyUpdate(RigidBody, true);
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pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
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pa.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
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}
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}
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}
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}
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}
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}
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}
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@ -4325,41 +4302,36 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup.Scene == null)
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if (ParentGroup.Scene == null)
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return;
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return;
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if (ParentGroup.Scene.CollidablePrims && PhysActor == null)
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if (ParentGroup.Scene.CollidablePrims && pa == null)
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{
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{
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// It's not phantom anymore. So make sure the physics engine get's knowledge of it
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pa = AddToPhysics(UsePhysics);
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PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(
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string.Format("{0}/{1}", Name, UUID),
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Shape,
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AbsolutePosition,
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Scale,
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RotationOffset,
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UsePhysics,
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m_localId);
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PhysActor.SetMaterial(Material);
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if (pa != null)
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DoPhysicsPropertyUpdate(UsePhysics, true);
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if (!ParentGroup.IsDeleted)
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{
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{
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if (LocalId == ParentGroup.RootPart.LocalId)
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pa.SetMaterial(Material);
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DoPhysicsPropertyUpdate(UsePhysics, true);
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if (!ParentGroup.IsDeleted)
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{
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{
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ParentGroup.CheckSculptAndLoad();
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if (LocalId == ParentGroup.RootPart.LocalId)
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{
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ParentGroup.CheckSculptAndLoad();
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}
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}
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if (
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((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
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(CollisionSound != UUID.Zero)
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)
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{
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pa.OnCollisionUpdate += PhysicsCollision;
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pa.SubscribeEvents(1000);
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}
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}
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}
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if (
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((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
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((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
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(CollisionSound != UUID.Zero)
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)
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{
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PhysActor.OnCollisionUpdate += PhysicsCollision;
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PhysActor.SubscribeEvents(1000);
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}
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}
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}
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}
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else // it already has a physical representation
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else // it already has a physical representation
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@ -4421,7 +4393,52 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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/// <summary>
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/// <summary>
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/// This removes the part from physics
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/// Adds this part to the physics scene.
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/// </summary>
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/// <remarks>This method also sets the PhysActor property.</remarks>
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/// <param name="rigidBody">Add this prim with a rigid body.</param>
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/// <returns>
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/// The physics actor. null if there was a failure.
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/// </returns>
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private PhysicsActor AddToPhysics(bool rigidBody)
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{
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PhysicsActor pa;
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try
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{
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pa = ParentGroup.Scene.PhysicsScene.AddPrimShape(
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string.Format("{0}/{1}", Name, UUID),
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Shape,
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AbsolutePosition,
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Scale,
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RotationOffset,
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rigidBody,
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m_localId);
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}
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catch
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{
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m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom.", m_uuid);
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pa = null;
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}
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// FIXME: Ideally we wouldn't set the property here to reduce situations where threads changing physical
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// properties can stop on each other. However, DoPhysicsPropertyUpdate() currently relies on PhysActor
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// being set.
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PhysActor = pa;
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// Basic Physics can also return null as well as an exception catch.
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if (pa != null)
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{
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pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
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pa.SetMaterial(Material);
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DoPhysicsPropertyUpdate(rigidBody, true);
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}
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return pa;
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}
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/// <summary>
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/// This removes the part from the physics scene.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// <remarks>
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/// This isn't the same as turning off physical, since even without being physical the prim has a physics
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/// This isn't the same as turning off physical, since even without being physical the prim has a physics
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