// Create the correct type of linkset for this child
        public static BSLinkset Factory(BSScene physScene, BSPrimLinkable parent)
        {
            BSLinkset ret = null;

            switch (parent.LinksetType)
            {
            case LinksetImplementation.Constraint:
                ret = new BSLinksetConstraints(physScene, parent);
                break;

            case LinksetImplementation.Compound:
                ret = new BSLinksetCompound(physScene, parent);
                break;

            case LinksetImplementation.Manual:
                // ret = new BSLinksetManual(physScene, parent);
                break;

            default:
                ret = new BSLinksetCompound(physScene, parent);
                break;
            }
            if (ret == null)
            {
                physScene.Logger.ErrorFormat(
                    "[BULLETSIM LINKSET] Factory could not create linkset. Parent name={1}, ID={2}", parent.Name,
                    parent.LocalID);
            }
            return(ret);
        }
Beispiel #2
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        public BSPrimLinkable(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
                              OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical, int material, float friction,
                              float restitution, float gravityMultiplier, float density)
            : base(localID, primName, parent_scene, pos, size, rotation, pbs, pisPhysical)
        {
            // Default linkset implementation for this prim
            LinksetType = (BSLinkset.LinksetImplementation)BSParam.LinksetImplementation;

            Linkset = BSLinkset.Factory(PhysicsScene, this);
            if (Linkset != null)
            {
                Linkset.Refresh(this);
            }
        }
        // Remove a child from a linkset.
        // Returns a new linkset for the child which is a linkset of one (just the
        //    orphened child).
        // Called at runtime.
        public BSLinkset RemoveMeFromLinkset(BSPrimLinkable child, bool inTaintTime)
        {
            lock (m_linksetActivityLock)
            {
                if (IsRoot(child))
                {
                    // Cannot remove the root from a linkset.
                    return(this);
                }
            }

            RemoveChildFromLinkset(child, inTaintTime);         // this establishes it's own lock
            LinksetMass = ComputeLinksetMass();

            // The child is down to a linkset of just itself
            return(BSLinkset.Factory(PhysicsScene, child));
        }