// Remove linkage between myself and a particular child // The root and child bodies are passed in because we need to remove the constraint between // the bodies that were at unlink time. // Called at taint time! private void PhysicallyUnlinkAChildFromRoot(BSPhysObject rootPrim, BulletBody rootBody, BSPhysObject childPrim, BulletBody childBody) { DetailLog("{0},PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", rootPrim.LocalID, rootPrim.LocalID, rootBody.ptr.ToString("X"), childPrim.LocalID, childBody.ptr.ToString("X")); // Find the constraint for this link and get rid of it from the overall collection and from my list PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootBody, childBody); // Make the child refresh its location BulletSimAPI.PushUpdate2(childPrim.BSBody.ptr); }