// When physical properties are changed the linkset needs to recalculate
        //   its internal properties.
        // This is queued in the 'post taint' queue so the
        //   refresh will happen once after all the other taints are applied.
        public override void Refresh(BSPrimLinkable requestor)
        {
            base.Refresh(requestor);

            if (HasAnyChildren && IsRoot(requestor))
            {
            // Queue to happen after all the other taint processing
            PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate()
                {
                    if (HasAnyChildren && IsRoot(requestor))
                        RecomputeLinksetConstraints();
                });
            }
        }
예제 #2
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        protected BSLinkset(BSScene scene, BSPrimLinkable parent)
        {
            // A simple linkset of one (no children)
            LinksetID = m_nextLinksetID++;
            // We create LOTS of linksets.
            if (m_nextLinksetID <= 0)
            m_nextLinksetID = 1;
            PhysicsScene = scene;
            LinksetRoot = parent;
            m_children = new HashSet<BSPrimLinkable>();
            LinksetMass = parent.RawMass;
            Rebuilding = false;

            parent.ClearDisplacement();
        }
        // The object is going dynamic (physical). Do any setup necessary for a dynamic linkset.
        // Only the state of the passed object can be modified. The rest of the linkset
        //     has not yet been fully constructed.
        // Return 'true' if any properties updated on the passed object.
        // Called at taint-time!
        public override bool MakeDynamic(BSPrimLinkable child)
        {
            bool ret = false;
            DetailLog("{0},BSLinksetCompound.MakeDynamic,call,IsRoot={1}", child.LocalID, IsRoot(child));
            if (IsRoot(child))
            {
            // The root is going dynamic. Rebuild the linkset so parts and mass get computed properly.
            ScheduleRebuild(LinksetRoot);
            }
            /*else
            {
            // The origional prims are removed from the world as the shape of the root compound
            //     shape takes over.
            PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);
            PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION);
            // We don't want collisions from the old linkset children.
            PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS);

            child.PhysBody.collisionType = CollisionType.LinksetChild;

            ret = true;
            }*/
            return ret;
        }
 // The object is going static (non-physical). Do any setup necessary for a static linkset.
 // Return 'true' if any properties updated on the passed object.
 // This doesn't normally happen -- OpenSim removes the objects from the physical
 //     world if it is a static linkset.
 // Called at taint-time!
 public override bool MakeStatic(BSPrimLinkable child)
 {
     // What is done for each object in BSPrim is what we want.
     return false;
 }
        // Remove the specified child from the linkset.
        // Safe to call even if the child is not really in my linkset.
        protected override void RemoveChildFromLinkset(BSPrimLinkable child)
        {
            if (m_children.Remove(child))
            {
            BSPrimLinkable rootx = LinksetRoot; // capture the root and body as of now
            BSPrimLinkable childx = child;

            DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
                            childx.LocalID,
                            rootx.LocalID, rootx.PhysBody.AddrString,
                            childx.LocalID, childx.PhysBody.AddrString);

            PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate()
            {
                PhysicallyUnlinkAChildFromRoot(rootx, childx);
            });
            // See that the linkset parameters are recomputed at the end of the taint time.
            Refresh(LinksetRoot);
            }
            else
            {
            // Non-fatal occurance.
            // PhysicsScene.Logger.ErrorFormat("{0}: Asked to remove child from linkset that was not in linkset", LogHeader);
            }
            return;
        }
 public BSLinksetGroupCompound(BSScene scene, BSPrimLinkable parent)
     : base(scene, parent)
 {
 }
예제 #7
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 // Called when a parameter update comes from the physics engine for any object
 //      of the linkset is received.
 // Passed flag is update came from physics engine (true) or the user (false).
 // Called at taint-time!!
 public abstract void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable physObject);
        // ================================================================
        // Add a new child to the linkset.
        // Called while LinkActivity is locked.
        protected override void AddChildToLinkset(BSPrimLinkable child, bool scheduleRebuild)
        {
            if (!HasChild(child))
            {
            m_children.Add(child);

            DetailLog("{0},BSLinksetCompound.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);

            // Rebuild the compound shape with the new child shape included
            if (scheduleRebuild)
                ScheduleRebuild(child);
            }
            return;
        }
 // Schedule a refresh to happen after all the other taint processing.
 protected override void ScheduleRebuild(BSPrimLinkable requestor)
 {
     DetailLog("{0},BSLinksetCompound.ScheduleRebuild,,rebuilding={1},hasChildren={2},actuallyScheduling={3}",
                     requestor.LocalID, Rebuilding, HasAnyChildren, (!Rebuilding && HasAnyChildren));
     // When rebuilding, it is possible to set properties that would normally require a rebuild.
     //    If already rebuilding, don't request another rebuild.
     //    If a linkset with just a root prim (simple non-linked prim) don't bother rebuilding.
     if (!Rebuilding && HasAnyChildren)
     {
     PhysicsScene.PostTaintObject("BSLinksetCompound.ScheduleRebuild", LinksetRoot.LocalID, delegate()
     {
         if (HasAnyChildren)
             RecomputeLinksetCompound();
     });
     }
 }
 // For compound implimented linksets, if there are children, use compound shape for the root.
 public override BSPhysicsShapeType PreferredPhysicalShape(BSPrimLinkable requestor)
 {
     // Returning 'unknown' means we don't have a preference.
     BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
     if (IsRoot(requestor) && HasAnyChildren && requestor.IsPhysical)
     {
     ret = BSPhysicsShapeType.SHAPE_COMPOUND;
     }
     // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
     return ret;
 }
        // 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(BSPrimLinkable child)
        {
            bool ret = false;

            DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}",
                        child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody, 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 /* inTaintTime */);
            child.LinksetInfo = null;
            }

            // Cannot schedule a refresh/rebuild here because this routine is called when
            //     the linkset is being rebuilt.
            // InternalRefresh(LinksetRoot);

            return ret;
        }
        // ================================================================
        // Add a new child to the linkset.
        // Called while LinkActivity is locked.
        protected override void AddChildToLinkset(BSPrimLinkable child, bool scheduleRebuild)
        {
            if (!this.LinksetRoot.IsPhysical)
            return;
            if (!HasChild(child))
            {
            m_children.Add(child);

            DetailLog("{0},BSLinksetConstraints.AddChildToLinkset,call,child={1}", LinksetRoot.LocalID, child.LocalID);

            // Cause constraints and assorted properties to be recomputed before the next simulation step.
            if(scheduleRebuild)
                Refresh(LinksetRoot);
            }
            return;
        }
        // 'centerDisplacement' is the distance from the root the the center-of-mass (Bullet 'zero' of the shape)
        public BSLinksetCompoundInfo(int indx, BSPrimLinkable root, BSPrimLinkable child, OMV.Vector3 centerDisplacement)
        {
            // Each child position and rotation is given relative to the center-of-mass.
            OMV.Quaternion invRootOrientation = OMV.Quaternion.Inverse(root.RawOrientation);
            OMV.Vector3 displacementFromRoot = (child.RawPosition - root.RawPosition) * invRootOrientation;
            OMV.Vector3 displacementFromCOM = displacementFromRoot - centerDisplacement;
            OMV.Quaternion displacementRot = child.RawOrientation * invRootOrientation;

            // Save relative position for recomputing child's world position after moving linkset.
            Index = indx;
            OffsetFromRoot = displacementFromRoot;
            OffsetFromCenterOfMass = displacementFromCOM;
            OffsetRot = displacementRot;
        }
 // Called at taint-time!!
 public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable pObj)
 {
     // Nothing to do for constraints on property updates
 }
        // 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(BSPrimLinkable child)
        {
            bool ret = false;

            DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}",
                                    child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString);

            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;
        }
예제 #16
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 // I am the root of a linkset and a new child is being added
 // Called while LinkActivity is locked.
 protected abstract void AddChildToLinkset(BSPrimLinkable child, bool scheduleRebuild);
예제 #17
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 protected abstract void ScheduleRebuild(BSPrimLinkable requestor);
예제 #18
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 // I am the root of a linkset and one of my children is being removed.
 // Safe to call even if the child is not really in my linkset.
 protected abstract void RemoveChildFromLinkset(BSPrimLinkable child);
        // The object is going static (non-physical). Do any setup necessary for a static linkset.
        // Return 'true' if any properties updated on the passed object.
        // This doesn't normally happen -- OpenSim removes the objects from the physical
        //     world if it is a static linkset.
        // Called at taint-time!
        public override bool MakeStatic(BSPrimLinkable child)
        {
            if (!LinksetRoot.IsPhysical) return false;
            bool ret = false;
            DetailLog("{0},BSLinksetCompound.MakeStatic,call,IsRoot={1}", child.LocalID, IsRoot(child));
            if (IsRoot(child))
            {
            ScheduleRebuild(LinksetRoot);
            }
            /*else
            {
            // The non-physical children can come back to life.
            PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE);

            child.PhysBody.collisionType = CollisionType.LinksetChild;

            // Don't force activation so setting of DISABLE_SIMULATION can stay if used.
            PhysicsScene.PE.Activate(child.PhysBody, false);
            ret = true;
            }*/
            return ret;
        }
 protected override void ScheduleRebuild(BSPrimLinkable requestor)
 {
     Refresh(requestor);
 }
        // When physical properties are changed the linkset needs to recalculate
        //   its internal properties.
        public override void Refresh(BSPrimLinkable requestor)
        {
            base.Refresh(requestor);

            // Something changed so do the rebuilding thing
            // ScheduleRebuild();
        }
        private BSConstraint BuildConstraint(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
        {
            // Zero motion for children so they don't interpolate
            childPrim.ZeroMotion(true);

            // Relative position normalized to the root prim
            // Essentually a vector pointing from center of rootPrim to center of childPrim
            OMV.Vector3 childRelativePosition = childPrim.Position - rootPrim.Position;

            // real world coordinate of midpoint between the two objects
            OMV.Vector3 midPoint = rootPrim.Position + (childRelativePosition / 2);

            DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}",
                                        rootPrim.LocalID,
                                        rootPrim.LocalID, rootPrim.PhysBody.AddrString,
                                        childPrim.LocalID, childPrim.PhysBody.AddrString,
                                        rootPrim.Position, childPrim.Position, midPoint);

            // create a constraint that allows no freedom of movement between the two objects
            // http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818

            BSConstraint6Dof constrain = new BSConstraint6Dof(
                            PhysicsScene.World, rootPrim.PhysBody, childPrim.PhysBody, midPoint, true, true );
                            // PhysicsScene.World, childPrim.BSBody, rootPrim.BSBody, midPoint, true, true );

            /* NOTE: below is an attempt to build constraint with full frame computation, etc.
             *     Using the midpoint is easier since it lets the Bullet code manipulate the transforms
             *     of the objects.
             * Code left for future programmers.
            // ==================================================================================
            // relative position normalized to the root prim
            OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(rootPrim.Orientation);
            OMV.Vector3 childRelativePosition = (childPrim.Position - rootPrim.Position) * invThisOrientation;

            // relative rotation of the child to the parent
            OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim.Orientation;
            OMV.Quaternion inverseChildRelativeRotation = OMV.Quaternion.Inverse(childRelativeRotation);

            DetailLog("{0},BSLinksetConstraint.PhysicallyLinkAChildToRoot,taint,root={1},child={2}", rootPrim.LocalID, rootPrim.LocalID, childPrim.LocalID);
            BS6DofConstraint constrain = new BS6DofConstraint(
                        PhysicsScene.World, rootPrim.Body, childPrim.Body,
                        OMV.Vector3.Zero,
                        OMV.Quaternion.Inverse(rootPrim.Orientation),
                        OMV.Vector3.Zero,
                        OMV.Quaternion.Inverse(childPrim.Orientation),
                        true,
                        true
                        );
            // ==================================================================================
            */

            PhysicsScene.Constraints.AddConstraint(constrain);

            // zero linear and angular limits makes the objects unable to move in relation to each other
            constrain.SetLinearLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);
            constrain.SetAngularLimits(OMV.Vector3.Zero, OMV.Vector3.Zero);

            // tweek the constraint to increase stability
            constrain.UseFrameOffset(BSParam.LinkConstraintUseFrameOffset);
            constrain.TranslationalLimitMotor(BSParam.LinkConstraintEnableTransMotor,
                        BSParam.LinkConstraintTransMotorMaxVel,
                        BSParam.LinkConstraintTransMotorMaxForce);
            constrain.SetCFMAndERP(BSParam.LinkConstraintCFM, BSParam.LinkConstraintERP);
            if (BSParam.LinkConstraintSolverIterations != 0f)
            {
            constrain.SetSolverIterations(BSParam.LinkConstraintSolverIterations);
            }
            return constrain;
        }
        // 'physicalUpdate' is true if these changes came directly from the physics engine. Don't need to rebuild then.
        // Called at taint-time.
        public override void UpdateProperties(UpdatedProperties whichUpdated, BSPrimLinkable updated)
        {
            if (!LinksetRoot.IsPhysical) return;
            // The user moving a child around requires the rebuilding of the linkset compound shape
            // One problem is this happens when a border is crossed -- the simulator implementation
            //    stores the position into the group which causes the move of the object
            //    but it also means all the child positions get updated.
            //    What would cause an unnecessary rebuild so we make sure the linkset is in a
            //    region before bothering to do a rebuild.
            if (!IsRoot(updated) && PhysicsScene.TerrainManager.IsWithinKnownTerrain(LinksetRoot.RawPosition))
            {
            // If a child of the linkset is updating only the position or rotation, that can be done
            //    without rebuilding the linkset.
            // If a handle for the child can be fetch, we update the child here. If a rebuild was
            //    scheduled by someone else, the rebuild will just replace this setting.

            bool updatedChild = false;
            // Anything other than updating position or orientation usually means a physical update
            //     and that is caused by us updating the object.
            if ((whichUpdated & ~(UpdatedProperties.Position | UpdatedProperties.Orientation)) == 0)
            {
                    // Find the physical instance of the child
                if (LinksetRoot.PhysShape.HasPhysicalShape && PhysicsScene.PE.IsCompound(LinksetRoot.PhysShape))
                {
                    // It is possible that the linkset is still under construction and the child is not yet
                    //    inserted into the compound shape. A rebuild of the linkset in a pre-step action will
                    //    build the whole thing with the new position or rotation.
                    // The index must be checked because Bullet references the child array but does no validity
                    //    checking of the child index passed.
                    int numLinksetChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(LinksetRoot.PhysShape);
                    if (updated.LinksetChildIndex < numLinksetChildren)
                    {
                        BulletShape linksetChildShape = PhysicsScene.PE.GetChildShapeFromCompoundShapeIndex(LinksetRoot.PhysShape, updated.LinksetChildIndex);
                        if (linksetChildShape.HasPhysicalShape)
                        {
                            // Found the child shape within the compound shape
                            PhysicsScene.PE.UpdateChildTransform(LinksetRoot.PhysShape, updated.LinksetChildIndex,
                                                                        updated.RawPosition - LinksetRoot.RawPosition,
                                                                        updated.RawOrientation * OMV.Quaternion.Inverse(LinksetRoot.RawOrientation),
                                                                        true /* shouldRecalculateLocalAabb */);
                            updatedChild = true;
                            DetailLog("{0},BSLinksetCompound.UpdateProperties,changeChildPosRot,whichUpdated={1},pos={2},rot={3}",
                                                        updated.LocalID, whichUpdated, updated.RawPosition, updated.RawOrientation);
                        }
                        else    // DEBUG DEBUG
                        {       // DEBUG DEBUG
                            DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noChildShape,shape={1}",
                                                                        updated.LocalID, linksetChildShape);
                        }       // DEBUG DEBUG
                    }
                    else    // DEBUG DEBUG
                    {       // DEBUG DEBUG
                        // the child is not yet in the compound shape. This is non-fatal.
                        DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,childNotInCompoundShape,numChildren={1},index={2}",
                                                                    updated.LocalID, numLinksetChildren, updated.LinksetChildIndex);
                    }       // DEBUG DEBUG
                }
                else    // DEBUG DEBUG
                {       // DEBUG DEBUG
                    DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild,noBodyOrNotCompound", updated.LocalID);
                }       // DEBUG DEBUG

                if (!updatedChild)
                {
                    // If couldn't do the individual child, the linkset needs a rebuild to incorporate the new child info.
                    // Note: there are several ways through this code that will not update the child if
                    //    the linkset is being rebuilt. In this case, scheduling a rebuild is a NOOP since
                    //    there will already be a rebuild scheduled.
                    DetailLog("{0},BSLinksetCompound.UpdateProperties,couldNotUpdateChild.schedulingRebuild,whichUpdated={1}",
                                                                    updated.LocalID, whichUpdated);
                    updated.LinksetInfo = null; // setting to 'null' causes relative position to be recomputed.
                    ScheduleRebuild(updated);
                }
            }
            }
        }
 // Create a constraint between me (root of linkset) and the passed prim (the child).
 // Called at taint time!
 private void PhysicallyLinkAChildToRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
 {
     // Don't build the constraint when asked. Put it off until just before the simulation step.
     Refresh(rootPrim);
 }
        // Remove the specified child from the linkset.
        // Safe to call even if the child is not really in the linkset.
        protected override void RemoveChildFromLinkset(BSPrimLinkable child)
        {
            child.ClearDisplacement();

            if (m_children.Remove(child))
            {
            DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
                            child.LocalID,
                            LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString,
                            child.LocalID, child.PhysBody.AddrString);

            // Cause the child's body to be rebuilt and thus restored to normal operation
            RecomputeChildWorldPosition(child, false);
            child.LinksetInfo = null;
            child.ForceBodyShapeRebuild(false);

            if (!HasAnyChildren)
            {
                // The linkset is now empty. The root needs rebuilding.
                LinksetRoot.ForceBodyShapeRebuild(false);
            }
            else
            {
                // Rebuild the compound shape with the child removed
                ScheduleRebuild(LinksetRoot);
            }
            }
            return;
        }
        // Remove linkage between the linkset root and a particular child
        // The root and child bodies are passed in because we need to remove the constraint between
        //      the bodies that were present at unlink time.
        // Called at taint time!
        private bool PhysicallyUnlinkAChildFromRoot(BSPrimLinkable rootPrim, BSPrimLinkable childPrim)
        {
            bool ret = false;
            DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}",
                            rootPrim.LocalID,
                            rootPrim.LocalID, rootPrim.PhysBody.AddrString,
                            childPrim.LocalID, childPrim.PhysBody.AddrString);

            // Find the constraint for this link and get rid of it from the overall collection and from my list
            if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
            {
            // Make the child refresh its location
            PhysicsScene.PE.PushUpdate(childPrim.PhysBody);
            ret = true;
            }

            return ret;
        }
        // When the linkset is built, the child shape is added to the compound shape relative to the
        //    root shape. The linkset then moves around but this does not move the actual child
        //    prim. The child prim's location must be recomputed based on the location of the root shape.
        private void RecomputeChildWorldPosition(BSPrimLinkable child, bool inTaintTime)
        {
            // For the moment (20130201), disable this computation (converting the child physical addr back to
            //    a region address) until we have a good handle on center-of-mass offsets and what the physics
            //    engine moving a child actually means.
            // The simulator keeps track of where children should be as the linkset moves. Setting
            //    the pos/rot here does not effect that knowledge as there is no good way for the
            //    physics engine to send the simulator an update for a child.

            /*
            BSLinksetCompoundInfo lci = child.LinksetInfo as BSLinksetCompoundInfo;
            if (lci != null)
            {
            if (inTaintTime)
            {
                OMV.Vector3 oldPos = child.RawPosition;
                child.ForcePosition = LinksetRoot.RawPosition + lci.OffsetFromRoot;
                child.ForceOrientation = LinksetRoot.RawOrientation * lci.OffsetRot;
                DetailLog("{0},BSLinksetCompound.RecomputeChildWorldPosition,oldPos={1},lci={2},newPos={3}",
                                            child.LocalID, oldPos, lci, child.RawPosition);
            }
            else
            {
                // TaintedObject is not used here so the raw position is set now and not at taint-time.
                child.Position = LinksetRoot.RawPosition + lci.OffsetFromRoot;
                child.Orientation = LinksetRoot.RawOrientation * lci.OffsetRot;
            }
            }
            else
            {
            // This happens when children have been added to the linkset but the linkset
            //     has not been constructed yet. So like, at taint time, adding children to a linkset
            //     and then changing properties of the children (makePhysical, for instance)
            //     but the post-print action of actually rebuilding the linkset has not yet happened.
            // PhysicsScene.Logger.WarnFormat("{0} Restoring linkset child position failed because of no relative position computed. ID={1}",
            //                                 LogHeader, child.LocalID);
            DetailLog("{0},BSLinksetCompound.recomputeChildWorldPosition,noRelativePositonInfo", child.LocalID);
            }
            */
        }
        // Remove linkage between myself and any possible children I might have.
        // Returns 'true' of any constraints were destroyed.
        // Called at taint time!
        private bool PhysicallyUnlinkAllChildrenFromRoot(BSPrimLinkable rootPrim)
        {
            DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAllChildren,taint", rootPrim.LocalID);

            return PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody);
        }
 // private static string LogHeader = "[BULLETSIM LINKSET CONSTRAINTS]";
 public BSLinksetConstraints(BSScene scene, BSPrimLinkable parent)
     : base(scene, parent)
 {
 }
예제 #30
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(BSPrimLinkable 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);
        }