BulletSim: remove the unused RestoreBodyDependencies used by linksets

and vehicles and clean up code by removing their kludgyness.
user_profiles
Robert Adams 2013-01-18 12:10:03 -08:00
parent c1795ed399
commit a0d460e6bf
3 changed files with 2 additions and 33 deletions

View File

@ -290,13 +290,6 @@ public sealed class BSLinksetCompound : BSLinkset
return ret; return ret;
} }
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
// this routine will restore the removed constraints.
// Called at taint-time!!
public override void RestoreBodyDependencies(BSPrim child)
{
}
// When the linkset is built, the child shape is added to the compound shape relative to the // 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 // 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. // prim. The child prim's location must be recomputed based on the location of the root shape.

View File

@ -110,14 +110,6 @@ public sealed class BSLinksetConstraints : BSLinkset
return ret; return ret;
} }
// Companion to RemoveBodyDependencies(). If RemoveBodyDependencies() returns 'true',
// this routine will restore the removed constraints.
// Called at taint-time!!
public override void RestoreBodyDependencies(BSPrim child)
{
// The Refresh operation queued by RemoveBodyDependencies() will build any missing constraints.
}
// ================================================================ // ================================================================
// Add a new child to the linkset. // Add a new child to the linkset.

View File

@ -1606,11 +1606,6 @@ public sealed class BSPrim : BSPhysObject
// Called at taint-time!!! // Called at taint-time!!!
public void CreateGeomAndObject(bool forceRebuild) public void CreateGeomAndObject(bool forceRebuild)
{ {
// If this prim is part of a linkset, we must remove and restore the physical
// links if the body is rebuilt.
bool needToRestoreLinkset = false;
bool needToRestoreVehicle = false;
// Create the correct physical representation for this type of object. // Create the correct physical representation for this type of object.
// Updates PhysBody and PhysShape with the new information. // Updates PhysBody and PhysShape with the new information.
// Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary. // Ignore 'forceRebuild'. This routine makes the right choices and changes of necessary.
@ -1619,21 +1614,10 @@ public sealed class BSPrim : BSPhysObject
// Called if the current prim body is about to be destroyed. // Called if the current prim body is about to be destroyed.
// Remove all the physical dependencies on the old body. // Remove all the physical dependencies on the old body.
// (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...) // (Maybe someday make the changing of BSShape an event to be subscribed to by BSLinkset, ...)
needToRestoreLinkset = Linkset.RemoveBodyDependencies(this); Linkset.RemoveBodyDependencies(this);
needToRestoreVehicle = _vehicle.RemoveBodyDependencies(this); _vehicle.RemoveBodyDependencies(this);
}); });
if (needToRestoreLinkset)
{
// If physical body dependencies were removed, restore them
Linkset.RestoreBodyDependencies(this);
}
if (needToRestoreVehicle)
{
// If physical body dependencies were removed, restore them
_vehicle.RestoreBodyDependencies(this);
}
// Make sure the properties are set on the new object // Make sure the properties are set on the new object
UpdatePhysicalParameters(); UpdatePhysicalParameters();
return; return;