public BSDynamics(BSScene myScene, BSPrim myPrim) { PhysicsScene = myScene; Prim = myPrim; Type = Vehicle.TYPE_NONE; }
// Routine called when rebuilding the body of some member of the linkset. // Destroy all the constraints have have been made to root and set // up to rebuild the constraints before the next simulation step. // Returns 'true' of something was actually removed and would need restoring // Called at taint-time!! public override bool RemoveBodyDependencies(BSPrim child) { bool ret = false; DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString()); lock (m_linksetActivityLock) { // Just undo all the constraints for this linkset. Rebuild at the end of the step. ret = PhysicallyUnlinkAllChildrenFromRoot(LinksetRoot); // Cause the constraints, et al to be rebuilt before the next simulation step. Refresh(LinksetRoot); } return ret; }
public override PhysicsActor AddPrimShape(string primName, PrimitiveBaseShape pbs, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, uint localID) { // m_log.DebugFormat("{0}: AddPrimShape2: {1}", LogHeader, primName); if (!m_initialized) return null; DetailLog("{0},AddPrimShape,call", localID); BSPrim prim = new BSPrim(localID, primName, this, position, size, rotation, pbs, isPhysical); lock (PhysObjects) PhysObjects.Add(localID, prim); return prim; }
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', // this routine will restore the removed constraints. // Called at taint-time!! public override void RestoreBodyDependencies(BSPrim child) { // The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints. }
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', // this routine will restore the removed constraints. // Called at taint-time!! public abstract void RestoreBodyDependencies(BSPrim child);
// Routine used when rebuilding the body of the root of the linkset // Destroy all the constraints have have been made to root. // This is called when the root body is changing. // Returns 'true' of something was actually removed and would need restoring // Called at taint-time!! public abstract bool RemoveBodyDependencies(BSPrim child);
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true', // this routine will restore the removed constraints. // Called at taint-time!! public override void RestoreBodyDependencies(BSPrim child) { }
// Routine called when rebuilding the body of some member of the linkset. // Since we don't keep in world relationships, do nothing unless it's a child changing. // Returns 'true' of something was actually removed and would need restoring // Called at taint-time!! public override bool RemoveBodyDependencies(BSPrim child) { bool ret = false; DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString(), IsRoot(child)); if (!IsRoot(child)) { // Because it is a convenient time, recompute child world position and rotation based on // its position in the linkset. RecomputeChildWorldPosition(child, true); } // Cannot schedule a refresh/rebuild here because this routine is called when // the linkset is being rebuilt. // InternalRefresh(LinksetRoot); return ret; }