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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs19
1 files changed, 15 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
index 25084d8..1376a29 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs
@@ -48,11 +48,10 @@ public abstract class BSConstraint : IDisposable
48 { 48 {
49 if (m_enabled) 49 if (m_enabled)
50 { 50 {
51 // BulletSimAPI.RemoveConstraint(m_world.ID, m_body1.ID, m_body2.ID); 51 m_enabled = false;
52 bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr); 52 bool success = BulletSimAPI.DestroyConstraint2(m_world.Ptr, m_constraint.Ptr);
53 m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success); 53 m_world.scene.DetailLog("{0},BSConstraint.Dispose,taint,body1={1},body2={2},success={3}", BSScene.DetailLogZero, m_body1.ID, m_body2.ID, success);
54 m_constraint.Ptr = System.IntPtr.Zero; 54 m_constraint.Ptr = System.IntPtr.Zero;
55 m_enabled = false;
56 } 55 }
57 } 56 }
58 57
@@ -75,6 +74,17 @@ public abstract class BSConstraint : IDisposable
75 return ret; 74 return ret;
76 } 75 }
77 76
77 public virtual bool SetSolverIterations(float cnt)
78 {
79 bool ret = false;
80 if (m_enabled)
81 {
82 BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.Ptr, cnt);
83 ret = true;
84 }
85 return ret;
86 }
87
78 public virtual bool CalculateTransforms() 88 public virtual bool CalculateTransforms()
79 { 89 {
80 bool ret = false; 90 bool ret = false;
@@ -97,8 +107,9 @@ public abstract class BSConstraint : IDisposable
97 ret = CalculateTransforms(); 107 ret = CalculateTransforms();
98 if (ret) 108 if (ret)
99 { 109 {
100 // m_world.scene.PhysicsLogging.Write("{0},BSConstraint.RecomputeConstraintVariables,taint,enabling,A={1},B={2}", 110 // Setting an object's mass to zero (making it static like when it's selected)
101 // BSScene.DetailLogZero, Body1.ID, Body2.ID); 111 // automatically disables the constraints.
112 // If the link is enabled, be sure to set the constraint itself to enabled.
102 BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true)); 113 BulletSimAPI.SetConstraintEnable2(m_constraint.Ptr, m_world.scene.NumericBool(true));
103 } 114 }
104 else 115 else