diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs index 3d73887bed..7e784ebb83 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs @@ -204,11 +204,14 @@ public class BSLinkset // The object is going dynamic (physical). Do any setup necessary // for a dynamic linkset. + // Only the state of the passed object can be modified. The rest of the linkset + // has not yet been fully constructed. // Return 'true' if any properties updated on the passed object. // Called at taint-time! public bool MakeDynamic(BSPhysObject child) { - return false; + bool ret = false; + return ret; } // The object is going static (non-physical). Do any setup necessary @@ -217,6 +220,7 @@ public class BSLinkset // Called at taint-time! public bool MakeStatic(BSPhysObject child) { + // What is done for each object in BSPrim is what we want. return false; } @@ -269,15 +273,24 @@ public class BSLinkset } } - // If the whole linkset is not here, doesn't make sense to recompute the root prim now. + // If the whole linkset is not here, doesn't make sense to recompute linkset wide values if (!somethingMissing) { + // If this is a multiple object linkset, set everybody's center of mass to the set's center of mass + OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); + BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); + foreach (BSPhysObject child in m_children) + { + BulletSimAPI.SetCenterOfMassByPosRot2(child.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); + } + /* // The root prim takes on the weight of the whole linkset OMV.Vector3 inertia = BulletSimAPI.CalculateLocalInertia2(LinksetRoot.BSShape.Ptr, linksetMass); BulletSimAPI.SetMassProps2(LinksetRoot.BSBody.Ptr, linksetMass, inertia); OMV.Vector3 centerOfMass = ComputeLinksetCenterOfMass(); BulletSimAPI.SetCenterOfMassByPosRot2(LinksetRoot.BSBody.Ptr, centerOfMass, OMV.Quaternion.Identity); BulletSimAPI.UpdateInertiaTensor2(LinksetRoot.BSBody.Ptr); + */ } } return;