Universe.Physics.OpenDynamicsEngine.ODEPhysicsScene.AddSimulationChange C# (CSharp) Method

AddSimulationChange() public method

Called to queue a change to a prim to use in place of old taint mechanism so changes do have a time sequence
public AddSimulationChange ( NoParam del ) : void
del NoParam
return void
        public void AddSimulationChange(NoParam del)
        {
            SimulationChangesQueue.Enqueue(del);
        }

Usage Example

        public ODEPrim(string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position, Vector3 size, Quaternion rotation, 
            int material, float friction, float restitution, float gravityMultiplier, float density, ODEPhysicsScene parent_scene)
        {
            m_vehicle = new ODEDynamics();

            // correct for changed timestep
            PID_D /= (parent_scene.ODE_STEPSIZE*50f); // original ode fps of 50
            PID_G /= (parent_scene.ODE_STEPSIZE*50f);

            body_autodisable_frames = parent_scene.bodyFramesAutoDisable;

            prim_geom = IntPtr.Zero;

            _name = name;
            PhysicsShapeType = physicsType;
            _size = size;
            _position = position;
            fakepos = 0;
            _orientation = rotation;
            fakeori = 0;
            _pbs = shape;

            _parent_scene = parent_scene;
            m_targetSpace = IntPtr.Zero;

            /*
                        m_isphysical = pisPhysical;
                        if (m_isphysical)
                            m_targetSpace = _parent_scene.space;
            */
            m_isphysical = false;

            m_forceacc = Vector3.Zero;
            m_angularforceacc = Vector3.Zero;

            hasOOBoffsetFromMesh = false;
            _triMeshData = IntPtr.Zero;

            SetMaterial(material, friction, restitution, gravityMultiplier, density);

            CalcPrimBodyData();

            _parent_scene.AddSimulationChange(() => ChangeAdd());
        }