BulletSim: remove the unused RestoreBodyDependencies used by linksets
and vehicles and clean up code by removing their kludgyness.user_profiles
parent
c1795ed399
commit
a0d460e6bf
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@ -290,13 +290,6 @@ public sealed class BSLinksetCompound : BSLinkset
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return ret;
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return ret;
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}
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}
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// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
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// this routine will restore the removed constraints.
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// Called at taint-time!!
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public override void RestoreBodyDependencies(BSPrim child)
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{
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}
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// When the linkset is built, the child shape is added to the compound shape relative to the
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// When the linkset is built, the child shape is added to the compound shape relative to the
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// root shape. The linkset then moves around but this does not move the actual child
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// root shape. The linkset then moves around but this does not move the actual child
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// prim. The child prim's location must be recomputed based on the location of the root shape.
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// prim. The child prim's location must be recomputed based on the location of the root shape.
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@ -110,14 +110,6 @@ public sealed class BSLinksetConstraints : BSLinkset
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return ret;
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return ret;
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}
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}
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// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
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// this routine will restore the removed constraints.
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// Called at taint-time!!
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public override void RestoreBodyDependencies(BSPrim child)
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{
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// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
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}
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// ================================================================
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// ================================================================
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// Add a new child to the linkset.
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// Add a new child to the linkset.
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@ -1606,11 +1606,6 @@ public sealed class BSPrim : BSPhysObject
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// Called at taint-time!!!
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// Called at taint-time!!!
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public void CreateGeomAndObject(bool forceRebuild)
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public void CreateGeomAndObject(bool forceRebuild)
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{
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{
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// If this prim is part of a linkset, we must remove and restore the physical
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// links if the body is rebuilt.
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bool needToRestoreLinkset = false;
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bool needToRestoreVehicle = false;
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// Create the correct physical representation for this type of object.
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// Create the correct physical representation for this type of object.
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// Updates PhysBody and PhysShape with the new information.
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// Updates PhysBody and PhysShape with the new information.
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// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
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// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
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@ -1619,21 +1614,10 @@ public sealed class BSPrim : BSPhysObject
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// Called if the current prim body is about to be destroyed.
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// Called if the current prim body is about to be destroyed.
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// Remove all the physical dependencies on the old body.
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// Remove all the physical dependencies on the old body.
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// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
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// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
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needToRestoreLinkset = Linkset.RemoveBodyDependencies(this);
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Linkset.RemoveBodyDependencies(this);
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needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this);
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_vehicle.RemoveBodyDependencies(this);
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});
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});
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if (needToRestoreLinkset)
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{
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// If physical body dependencies were removed, restore them
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Linkset.RestoreBodyDependencies(this);
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}
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if (needToRestoreVehicle)
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{
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// If physical body dependencies were removed, restore them
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_vehicle.RestoreBodyDependencies(this);
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}
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// Make sure the properties are set on the new object
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// Make sure the properties are set on the new object
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UpdatePhysicalParameters();
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UpdatePhysicalParameters();
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return;
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return;
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