* ODE step two on the way to separate dynamic space allocation ( One more to go )
parent
9020ec5af9
commit
b63076c303
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@ -806,6 +806,7 @@ namespace OpenSim.Region.Environment.Scenes
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bool IsTemporary = false;
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bool IsPhantom = false;
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bool CastsShadows = false;
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bool wasUsingPhysics = ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0);
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//bool IsLocked = false;
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int i = 0;
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@ -829,19 +830,24 @@ namespace OpenSim.Region.Environment.Scenes
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if (UsePhysics )
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{
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AddFlag(LLObject.ObjectFlags.Physics);
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if (PhysActor != null)
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PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
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if (!wasUsingPhysics)
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{
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doPhysicsPropertyUpdate(UsePhysics);
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}
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}
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else
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{
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if (m_parentGroup.m_scene.m_physicalPrim)
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RemFlag(LLObject.ObjectFlags.Physics);
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if (wasUsingPhysics)
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{
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RemFlag(LLObject.ObjectFlags.Physics);
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if (PhysActor != null)
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PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
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doPhysicsPropertyUpdate(UsePhysics);
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}
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}
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if (IsPhantom)
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{
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@ -884,6 +890,35 @@ namespace OpenSim.Region.Environment.Scenes
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// System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
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ScheduleFullUpdate();
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}
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private void doPhysicsPropertyUpdate(bool UsePhysics)
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{
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if (PhysActor != null)
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{
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if (PhysActor.IsPhysical)
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{
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PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
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PhysActor.OnOutOfBounds -= PhysicsOutOfBounds;
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}
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m_parentGroup.m_scene.PhysScene.RemovePrim(PhysActor);
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/// that's not wholesome. Had to make m_scene public
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PhysActor = null;
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PhysActor = m_parentGroup.m_scene.PhysScene.AddPrimShape(
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Name,
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Shape,
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new PhysicsVector(AbsolutePosition.X, AbsolutePosition.Y,
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AbsolutePosition.Z),
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new PhysicsVector(Scale.X, Scale.Y, Scale.Z),
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new Quaternion(RotationOffset.W, RotationOffset.X,
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RotationOffset.Y, RotationOffset.Z), UsePhysics);
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if (UsePhysics)
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{
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PhysActor.OnRequestTerseUpdate += PhysicsRequestingTerseUpdate;
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PhysActor.OnOutOfBounds += PhysicsOutOfBounds;
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}
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}
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}
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public void UpdateExtraParam(ushort type, bool inUse, byte[] data)
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{
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@ -1130,6 +1165,13 @@ namespace OpenSim.Region.Environment.Scenes
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}
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#endregion
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public void PhysicsOutOfBounds(PhysicsVector pos)
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{
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OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Physical Object went out of bounds.");
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doPhysicsPropertyUpdate(false);
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ScheduleFullUpdate();
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}
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public virtual void OnGrab(LLVector3 offsetPos, IClientAPI remoteClient)
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{
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@ -99,6 +99,7 @@ namespace OpenSim.Region.Physics.Manager
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{
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public delegate void RequestTerseUpdate();
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public delegate void CollisionUpdate(EventArgs e);
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public delegate void OutOfBounds(PhysicsVector pos);
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#pragma warning disable 67
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public event PositionUpdate OnPositionUpdate;
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@ -106,6 +107,7 @@ namespace OpenSim.Region.Physics.Manager
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public event OrientationUpdate OnOrientationUpdate;
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public event RequestTerseUpdate OnRequestTerseUpdate;
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public event CollisionUpdate OnCollisionUpdate;
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public event OutOfBounds OnOutOfBounds;
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#pragma warning restore 67
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public static PhysicsActor Null
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@ -130,6 +132,18 @@ namespace OpenSim.Region.Physics.Manager
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OnRequestTerseUpdate();
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}
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}
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public virtual void RaiseOutOfBounds(PhysicsVector pos)
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{
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// Make a temporary copy of the event to avoid possibility of
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// a race condition if the last subscriber unsubscribes
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// immediately after the null check and before the event is raised.
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OutOfBounds handler = OnOutOfBounds;
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if (handler != null)
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{
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OnOutOfBounds(pos);
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}
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}
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public virtual void SendCollisionUpdate(EventArgs e)
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{
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@ -382,7 +382,25 @@ namespace OpenSim.Region.Physics.OdePlugin
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p = (OdePrim) prim;
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p.disableBody();
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}
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// we don't want to remove the main space
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if (((OdePrim)prim).m_targetSpace != space && ((OdePrim)prim).IsPhysical == false)
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{
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// If the geometry is in the targetspace, remove it from the target space
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if (d.SpaceQuery(((OdePrim)prim).m_targetSpace, ((OdePrim)prim).prim_geom))
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{
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d.SpaceRemove(space, ((OdePrim)prim).prim_geom);
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}
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//If there are no more geometries in the sub-space, we don't need it in the main space anymore
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if (d.SpaceGetNumGeoms(((OdePrim)prim).m_targetSpace) == 0)
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{
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d.SpaceRemove(space, ((OdePrim)prim).m_targetSpace);
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// free up memory used by the space.
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d.SpaceDestroy(((OdePrim)prim).m_targetSpace);
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resetSpaceArrayItemToZero(calculateSpaceArrayItemFromPos(((OdePrim)prim).Position));
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}
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}
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d.GeomDestroy(((OdePrim)prim).prim_geom);
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_prims.Remove((OdePrim)prim);
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@ -390,19 +408,73 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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}
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public void resetSpaceArrayItemToZero(IntPtr space)
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{
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for (int i = 0; i < staticPrimspace.Length; i++)
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{
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if (staticPrimspace[i] == space)
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staticPrimspace[i] = IntPtr.Zero;
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}
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}
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public void resetSpaceArrayItemToZero(int arrayitem)
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{
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staticPrimspace[arrayitem] = IntPtr.Zero;
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}
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public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos)
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public IntPtr recalculateSpaceForGeom(IntPtr geom, PhysicsVector pos, IntPtr currentspace)
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{
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//Todo recalculate space the prim is in.
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// Called from setting the Position and Size of an ODEPrim so
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// it's already in locked space.
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// we don't want to remove the main space
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// we don't need to test physical here because this function should
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// never be called if the prim is physical(active)
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if (currentspace != space)
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{
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if (d.SpaceQuery(currentspace, geom))
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{
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d.SpaceRemove(space, geom);
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}
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//If there are no more geometries in the sub-space, we don't need it in the main space anymore
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if (d.SpaceGetNumGeoms(currentspace) == 0)
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{
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d.SpaceRemove(space, currentspace);
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// free up memory used by the space.
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d.SpaceDestroy(currentspace);
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resetSpaceArrayItemToZero(currentspace);
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}
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}
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// The routines in the Position and Size sections do the 'inserting' into the space,
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// so all we have to do is make sure that the space that we're putting the prim into
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// is in the 'main' space.
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int iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
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IntPtr newspace = calculateSpaceForGeom(pos);
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if (newspace == IntPtr.Zero)
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newspace = createprimspace(iprimspaceArrItem);
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return newspace;
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}
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public IntPtr createprimspace(int iprimspaceArrItem) {
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// creating a new space for prim and inserting it into main space.
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staticPrimspace[iprimspaceArrItem] = d.HashSpaceCreate(IntPtr.Zero);
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d.SpaceAdd(space, staticPrimspace[iprimspaceArrItem]);
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return staticPrimspace[iprimspaceArrItem];
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}
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public IntPtr calculateSpaceForGeom(PhysicsVector pos)
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{
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return space;
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}
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public IntPtr calculateSpaceForNewGeom(PhysicsVector pos)
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public int calculateSpaceArrayItemFromPos(PhysicsVector pos)
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{
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return space;
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return 0;
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}
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private PhysicsActor AddPrim(String name, PhysicsVector position, PhysicsVector size, Quaternion rotation,
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@ -423,33 +495,36 @@ namespace OpenSim.Region.Physics.OdePlugin
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rot.y = rotation.y;
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rot.z = rotation.z;
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IntPtr targetspace = calculateSpaceForNewGeom(pos);
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int iprimspaceArrItem = calculateSpaceArrayItemFromPos(pos);
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IntPtr targetspace = calculateSpaceForGeom(pos);
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if (targetspace == IntPtr.Zero)
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targetspace = createprimspace(iprimspaceArrItem);
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OdePrim newPrim;
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lock (OdeLock)
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{
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newPrim = new OdePrim(name, this, targetspace, pos, siz, rot, mesh, pbs, isphysical);
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}
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_prims.Add(newPrim);
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OpenSim.Framework.Console.MainLog.Instance.Verbose("PHYSICS", "Added Object");
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return newPrim;
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}
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public void addActivePrim(OdePrim activatePrim)
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{
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// adds active prim.. (ones that should be iterated over in collisions_optimized
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lock (OdeLock)
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{
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_activeprims.Add(activatePrim);
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}
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}
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public void remActivePrim(OdePrim deactivatePrim)
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{
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lock (OdeLock)
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{
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lock (_activeprims)
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{
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_activeprims.Remove(deactivatePrim);
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}
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}
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_activeprims.Remove(deactivatePrim);
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}
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public int TriArrayCallback(IntPtr trimesh, IntPtr refObject, int[] triangleIndex, int triCount)
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{
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@ -541,6 +616,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override void Simulate(float timeStep)
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{
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step_time += timeStep;
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lock (OdeLock)
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{
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@ -548,21 +624,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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Console.WriteLine("RENDER: frame");
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}
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foreach (OdePrim p in _prims)
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{
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if (_characters.Count > 0 && RENDER_FLAG)
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{
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Vector3 rx, ry, rz;
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p.Orientation.ToAxes(out rx, out ry, out rz);
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Console.WriteLine("RENDER: block; " + p.Size.X + ", " + p.Size.Y + ", " + p.Size.Z + "; " +
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" 0, 0, 1; " + //shape, size, color
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(p.Position.X - 128.0f) + ", " + (p.Position.Y - 128.0f) + ", " +
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(p.Position.Z - 33.0f) + "; " + // position
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rx.x + "," + ry.x + "," + rz.x + ", " + // rotation
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rx.y + "," + ry.y + "," + rz.y + ", " +
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rx.z + "," + ry.z + "," + rz.z);
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}
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}
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// If We're loaded down by something else,
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@ -570,6 +632,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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// skip a few frames to catch up gracefully.
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// without shooting the physicsactors all over the place
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if (step_time >= m_SkipFramesAtms)
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{
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// Instead of trying to catch up, it'll do one physics frame only
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@ -580,10 +644,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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m_physicsiterations = 10;
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}
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// Process 10 frames if the sim is running normal..
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// process 5 frames if the sim is running slow
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d.WorldSetQuickStepNumIterations(world, m_physicsiterations);
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int i = 0;
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while (step_time > 0.0f)
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{
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@ -640,11 +706,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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if (timeStep < 0.2f)
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{
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OdePrim outofBoundsPrim = null;
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foreach (OdePrim actor in _activeprims)
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{
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if (actor.IsPhysical && (d.BodyIsEnabled(actor.Body) || !actor._zeroFlag))
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{
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actor.UpdatePositionAndVelocity();
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}
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}
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}
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@ -716,6 +784,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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}
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}
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# region ODE Actors
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public class OdeCharacter : PhysicsActor
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{
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@ -1185,13 +1254,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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private IMesh _mesh;
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private PrimitiveBaseShape _pbs;
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private OdeScene _parent_scene;
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private IntPtr m_targetSpace = (IntPtr)0;
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public IntPtr m_targetSpace = (IntPtr)0;
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public IntPtr prim_geom;
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public IntPtr _triMeshData;
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private bool iscolliding = false;
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private bool m_isphysical = false;
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private bool m_throttleUpdates = false;
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private int throttleCounter = 0;
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public bool outofBounds = false;
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public bool _zeroFlag = false;
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private bool m_lastUpdateSent = false;
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@ -1402,7 +1472,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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public override PhysicsVector Position
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{
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get { return _position;}
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get {return _position; }
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set
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{
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_position = value;
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@ -1421,9 +1493,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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else
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{
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d.GeomSetPosition(prim_geom, _position.X, _position.Y, _position.Z);
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m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
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}
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m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position);
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}
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}
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}
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@ -1449,6 +1521,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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disableBody();
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}
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d.GeomDestroy(prim_geom);
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// Recalculate which space this geometry should be in.
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m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position, m_targetSpace);
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// Construction of new prim
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if (this._parent_scene.needsMeshing(_pbs))
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{
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@ -1478,7 +1553,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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m_targetSpace = _parent_scene.recalculateSpaceForGeom(prim_geom, _position);
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_parent_scene.geom_name_map[prim_geom] = oldname;
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}
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@ -1639,20 +1714,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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// Disables the prim's movement physics....
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// It's a hack and will generate a console message if it fails.
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try
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{
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disableBody();
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}
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catch (System.Exception e)
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{
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if (Body != (IntPtr)0)
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{
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d.BodyDestroy(Body);
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Body = (IntPtr)0;
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}
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}
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IsPhysical = false;
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@ -1662,10 +1724,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_rotationalVelocity.X = 0;
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m_rotationalVelocity.Y = 0;
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m_rotationalVelocity.Z = 0;
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base.RequestPhysicsterseUpdate();
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//base.RequestPhysicsterseUpdate();
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m_throttleUpdates = false;
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throttleCounter = 0;
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_zeroFlag = true;
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outofBounds = true;
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}
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if ((Math.Abs(m_lastposition.X - l_position.X) < 0.02)
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@ -1755,3 +1818,4 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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}
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#endregion
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