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author | Robert Adams | 2012-12-10 15:35:53 -0800 |
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committer | Robert Adams | 2012-12-10 15:35:53 -0800 |
commit | 9df85eadf4b3719a898fda8769313ae023962c25 (patch) | |
tree | af055fb53368d75c236959bfde56d43f23e6f741 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |
parent | BulletSim: some comments about rebuilding linksets (having to recompute and r... (diff) | |
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BulletSim: Fix crash on the destruction of physical linksets.
While fixing the above, add methods to physical body and shape pointer
wrapper so routines won't have to know that IntPtr.Zero means no
physical instance.
Fix problem with physical linksets failing after a few sits and
unsits by properly restoring child prom positions for compound
linksets after multiple selection and deselections.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 627393a..d1d100d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -108,8 +108,8 @@ public sealed class BSPrim : BSPhysObject | |||
108 | _mass = CalculateMass(); | 108 | _mass = CalculateMass(); |
109 | 109 | ||
110 | // No body or shape yet | 110 | // No body or shape yet |
111 | PhysBody = new BulletBody(LocalID, IntPtr.Zero); | 111 | PhysBody = new BulletBody(LocalID); |
112 | PhysShape = new BulletShape(IntPtr.Zero); | 112 | PhysShape = new BulletShape(); |
113 | 113 | ||
114 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 114 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
115 | // do the actual object creation at taint time | 115 | // do the actual object creation at taint time |
@@ -143,7 +143,9 @@ public sealed class BSPrim : BSPhysObject | |||
143 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); | 143 | DetailLog("{0},BSPrim.Destroy,taint,", LocalID); |
144 | // If there are physical body and shape, release my use of same. | 144 | // If there are physical body and shape, release my use of same. |
145 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); | 145 | PhysicsScene.Shapes.DereferenceBody(PhysBody, true, null); |
146 | PhysBody.Clear(); | ||
146 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); | 147 | PhysicsScene.Shapes.DereferenceShape(PhysShape, true, null); |
148 | PhysShape.Clear(); | ||
147 | }); | 149 | }); |
148 | } | 150 | } |
149 | 151 | ||