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author | onefang | 2019-09-11 16:36:50 +1000 |
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committer | onefang | 2019-09-11 16:36:50 +1000 |
commit | 50cd1ffd32f69228e566f2b0b89f86ea0d9fe489 (patch) | |
tree | 52f2ab0c04f1a5d7d6ac5dc872981b4b156447e7 /OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs | |
parent | Renamed branch to SledjChisl. (diff) | |
parent | Bump to release flavour, build 0. (diff) | |
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Merge branch 'SledjChisl'
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs | 7 |
1 files changed, 2 insertions, 5 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs index b100273..86bf23f 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs | |||
@@ -30,7 +30,6 @@ using System.Text; | |||
30 | using OMV = OpenMetaverse; | 30 | using OMV = OpenMetaverse; |
31 | using OpenSim.Framework; | 31 | using OpenSim.Framework; |
32 | using OpenSim.Region.PhysicsModules.SharedBase; | 32 | using OpenSim.Region.PhysicsModules.SharedBase; |
33 | using OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet; | ||
34 | 33 | ||
35 | namespace OpenSim.Region.PhysicsModule.BulletS | 34 | namespace OpenSim.Region.PhysicsModule.BulletS |
36 | { | 35 | { |
@@ -76,8 +75,6 @@ public sealed class BSShapeCollection : IDisposable | |||
76 | // Called at taint-time. | 75 | // Called at taint-time. |
77 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) | 76 | public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) |
78 | { | 77 | { |
79 | m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); | ||
80 | |||
81 | bool ret = false; | 78 | bool ret = false; |
82 | 79 | ||
83 | // This lock could probably be pushed down lower but building shouldn't take long | 80 | // This lock could probably be pushed down lower but building shouldn't take long |
@@ -230,6 +227,8 @@ public sealed class BSShapeCollection : IDisposable | |||
230 | ret = CreateGeomMeshOrHull(prim, shapeCallback); | 227 | ret = CreateGeomMeshOrHull(prim, shapeCallback); |
231 | } | 228 | } |
232 | 229 | ||
230 | m_physicsScene.PE.ResetBroadphasePool(m_physicsScene.World); // DEBUG DEBUG | ||
231 | |||
233 | return ret; | 232 | return ret; |
234 | } | 233 | } |
235 | 234 | ||
@@ -345,8 +344,6 @@ public sealed class BSShapeCollection : IDisposable | |||
345 | if (!body.HasPhysicalBody) | 344 | if (!body.HasPhysicalBody) |
346 | return; | 345 | return; |
347 | 346 | ||
348 | m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); | ||
349 | |||
350 | lock (m_collectionActivityLock) | 347 | lock (m_collectionActivityLock) |
351 | { | 348 | { |
352 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); | 349 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); |