Example #1
0
        // 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(BSPhysObject child)
        {
            lock (m_linksetActivityLock)
            {
                if (IsRoot(child))
                {
                    // Cannot remove the root from a linkset.
                    return(this);
                }
                RemoveChildFromLinkset(child);
                LinksetMass = ComputeLinksetMass();
            }

            // The child is down to a linkset of just itself
            return(BSLinkset.Factory(PhysicsScene, child));
        }
Example #2
0
        protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
        {
            PhysicsScene   = parentScene;
            LocalID        = localID;
            PhysObjectName = name;
            TypeName       = typeName;

            Linkset = BSLinkset.Factory(PhysicsScene, this);
            LastAssetBuildFailed = false;

            // Default material type
            Material = MaterialAttributes.Material.Wood;

            CollisionCollection = new CollisionEventUpdate();
            SubscribedEventsMs  = 0;
            CollidingStep       = 0;
            CollidingGroundStep = 0;
        }
Example #3
0
        // Create the correct type of linkset for this child
        public static BSLinkset Factory(BSScene physScene, BSPhysObject parent)
        {
            BSLinkset ret = null;

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

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

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

            default:
                ret = new BSLinksetCompound(physScene, parent);
                break;
            }
            return(ret);
        }