示例#1
0
        // 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);
        }