public override void AddPhysicsActorTaint(PhysicsActor prim, TaintType taint) { TaintHandler handler; if (_taintHandlers.TryGetValue(taint, out handler)) { handler((PhysxPrim)prim, taint); } }
private void HandlePrimChangedShape(PhysxPrim prim, TaintType taint) { this.QueueCommand(new Commands.ChangedShapeCmd(prim)); }
private void HandlePrimMadeDynamic(PhysxPrim prim, TaintType taint) { this.QueueCommand(new Commands.SetPhysicalityCmd(prim, true)); }
private void HandlePrimMadeStatic(PhysxPrim prim, TaintType taint) { this.QueueCommand(new Commands.SetPhysicalityCmd(prim, false)); }
public override void AddPhysicsActorTaint(PhysicsActor prim, TaintType taint) { }
public abstract void AddPhysicsActorTaint(PhysicsActor prim, TaintType taint);
public override void AddPhysicsActorTaint(PhysicsActor prim, TaintType taint) { m_log.DebugFormat("Called AddPhysicsActorTaint() for prim name {0}", prim.SOPName); }