aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
diff options
context:
space:
mode:
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs41
1 files changed, 41 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
index 2f392da..7179a6d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrimLinkable.cs
@@ -233,5 +233,46 @@ public class BSPrimLinkable : BSPrimDisplaced
233 base.HasSomeCollision = value; 233 base.HasSomeCollision = value;
234 } 234 }
235 } 235 }
236
237 // Convert the existing linkset of this prim into a new type.
238 public bool ConvertLinkset(BSLinkset.LinksetImplementation newType)
239 {
240 bool ret = false;
241 if (LinksetType != newType)
242 {
243 // Set the implementation type first so the call to BSLinkset.Factory gets the new type.
244 this.LinksetType = newType;
245
246 BSLinkset oldLinkset = this.Linkset;
247 BSLinkset newLinkset = BSLinkset.Factory(PhysScene, this);
248
249 this.Linkset = newLinkset;
250
251 // Pick up any physical dependencies this linkset might have in the physics engine.
252 oldLinkset.RemoveDependencies(this);
253
254 // Create a list of the children (mainly because can't interate through a list that's changing)
255 List<BSPrimLinkable> children = new List<BSPrimLinkable>();
256 oldLinkset.ForEachMember((child) =>
257 {
258 if (!oldLinkset.IsRoot(child))
259 children.Add(child);
260 return false; // 'false' says to continue to next member
261 });
262
263 // Remove the children from the old linkset and add to the new (will be a new instance from the factory)
264 foreach (BSPrimLinkable child in children)
265 {
266 oldLinkset.RemoveMeFromLinkset(child);
267 newLinkset.AddMeToLinkset(child);
268 child.Linkset = newLinkset;
269 }
270
271 // Force the shape and linkset to get reconstructed
272 newLinkset.Refresh(this);
273 this.ForceBodyShapeRebuild(true /* inTaintTime */);
274 }
275 return ret;
276 }
236} 277}
237} 278}