예제 #1
0
        // Create the correct type of linkset for this child
        public static BSLinkset Factory(BSScene physScene, BSPrimLinkable 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:
                break;

            case (int)LinksetImplementation.CompoundGroup:
                ret = new BSLinksetGroupCompound(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);
        }
예제 #2
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));
        }
예제 #3
0
        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)
        {
            Linkset = BSLinkset.Factory(PhysicsScene, this);

            PhysicsScene.TaintedObject("BSPrimLinksetCompound.Refresh", delegate()
            {
                base.SetMaterial(material);
                base.Friction          = friction;
                base.Restitution       = restitution;
                base.GravityMultiplier = gravityMultiplier;
                base.Density           = density;
                Linkset.Refresh(this);
            });
        }