diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 35 |
1 files changed, 18 insertions, 17 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 644bc7e..64bf395 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -282,30 +282,31 @@ public abstract class BSPhysObject : PhysicsActor | |||
282 | 282 | ||
283 | // 'actors' act on the physical object to change or constrain its motion. These can range from | 283 | // 'actors' act on the physical object to change or constrain its motion. These can range from |
284 | // hovering to complex vehicle motion. | 284 | // hovering to complex vehicle motion. |
285 | // May be called at non-taint time as this just adds the actor to the action list and the real | ||
286 | // work is done during the simulation step. | ||
287 | // Note that, if the actor is already in the list and we are disabling same, the actor is just left | ||
288 | // in the list disabled. | ||
285 | public delegate BSActor CreateActor(); | 289 | public delegate BSActor CreateActor(); |
286 | public void CreateRemoveActor(bool createRemove, string actorName, bool inTaintTime, CreateActor creator) | 290 | public void EnableActor(bool enableActor, string actorName, CreateActor creator) |
287 | { | 291 | { |
288 | if (createRemove) | 292 | lock (PhysicalActors) |
289 | { | 293 | { |
290 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() | 294 | BSActor theActor; |
295 | if (PhysicalActors.TryGetActor(actorName, out theActor)) | ||
291 | { | 296 | { |
292 | if (!PhysicalActors.HasActor(actorName)) | 297 | // The actor already exists so just turn it on or off |
293 | { | 298 | theActor.Enabled = enableActor; |
294 | DetailLog("{0},BSPrim.CreateRemoveActor,taint,registerActor,a={1}", LocalID, actorName); | 299 | } |
295 | PhysicalActors.Add(actorName, creator()); | 300 | else |
296 | } | ||
297 | }); | ||
298 | } | ||
299 | else | ||
300 | { | ||
301 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.CreateRemoveActor:" + actorName, delegate() | ||
302 | { | 301 | { |
303 | if (PhysicalActors.HasActor(actorName)) | 302 | // The actor does not exist. If it should, create it. |
303 | if (enableActor) | ||
304 | { | 304 | { |
305 | DetailLog("{0},BSPrim.CreateRemoveActor,taint,unregisterActor,a={1}", LocalID, actorName); | 305 | theActor = creator(); |
306 | PhysicalActors.RemoveAndRelease(actorName); | 306 | PhysicalActors.Add(actorName, theActor); |
307 | theActor.Enabled = true; | ||
307 | } | 308 | } |
308 | }); | 309 | } |
309 | } | 310 | } |
310 | } | 311 | } |
311 | 312 | ||