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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs8
1 files changed, 7 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
index a2650fb..c88e645 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintCollection.cs
@@ -83,7 +83,8 @@ public class BSConstraintCollection : IDisposable
83 return true; 83 return true;
84 } 84 }
85 85
86 // Get the constraint between two bodies. There can be only one the way we're using them. 86 // Get the constraint between two bodies. There can be only one.
87 // Return 'true' if a constraint was found.
87 public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint) 88 public bool TryGetConstraint(BulletBody body1, BulletBody body2, out BSConstraint returnConstraint)
88 { 89 {
89 bool found = false; 90 bool found = false;
@@ -105,6 +106,9 @@ public class BSConstraintCollection : IDisposable
105 return found; 106 return found;
106 } 107 }
107 108
109 // Remove any constraint between the passed bodies.
110 // Presumed there is only one such constraint possible.
111 // Return 'true' if a constraint was found and destroyed.
108 public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2) 112 public bool RemoveAndDestroyConstraint(BulletBody body1, BulletBody body2)
109 { 113 {
110 // return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID); 114 // return BulletSimAPI.RemoveConstraint(m_world.ID, obj1.ID, obj2.ID);
@@ -125,6 +129,8 @@ public class BSConstraintCollection : IDisposable
125 return ret; 129 return ret;
126 } 130 }
127 131
132 // Remove all constraints that reference the passed body.
133 // Return 'true' if any constraints were destroyed.
128 public bool RemoveAndDestroyConstraint(BulletBody body1) 134 public bool RemoveAndDestroyConstraint(BulletBody body1)
129 { 135 {
130 // return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID); 136 // return BulletSimAPI.RemoveConstraintByID(m_world.ID, obj.ID);