BulletSim: protect character property setting to remove crash from taints setting properties after the destroy character taint.
parent
63099184db
commit
d4e0e98c00
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@ -196,8 +196,11 @@ public sealed class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject("BSCharacter.setSize", delegate()
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{
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BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
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UpdatePhysicalMassProperties(RawMass);
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if (PhysShape.HasPhysicalShape)
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{
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BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
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UpdatePhysicalMassProperties(RawMass);
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}
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});
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}
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@ -238,7 +241,8 @@ public sealed class BSCharacter : BSPhysObject
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// Zero some other properties directly into the physics engine
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
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{
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BulletSimAPI.ClearAllForces2(PhysBody.ptr);
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if (PhysBody.HasPhysicalBody)
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BulletSimAPI.ClearAllForces2(PhysBody.ptr);
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});
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}
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public override void ZeroAngularMotion(bool inTaintTime)
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@ -247,10 +251,13 @@ public sealed class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
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{
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BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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// The next also get rid of applied linear force but the linear velocity is untouched.
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BulletSimAPI.ClearForces2(PhysBody.ptr);
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if (PhysBody.HasPhysicalBody)
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{
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BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
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// The next also get rid of applied linear force but the linear velocity is untouched.
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BulletSimAPI.ClearForces2(PhysBody.ptr);
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}
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});
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}
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@ -275,7 +282,8 @@ public sealed class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject("BSCharacter.setPosition", delegate()
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{
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DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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if (PhysBody.HasPhysicalBody)
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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});
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}
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}
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@ -334,7 +342,8 @@ public sealed class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.PositionSanityCheck", delegate()
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{
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DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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if (PhysBody.HasPhysicalBody)
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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});
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ret = true;
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}
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@ -361,7 +370,8 @@ public sealed class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject("BSCharacter.SetForce", delegate()
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{
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DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
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BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
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if (PhysBody.HasPhysicalBody)
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BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
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});
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}
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}
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@ -400,7 +410,8 @@ public sealed class BSCharacter : BSPhysObject
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if (_currentFriction != PhysicsScene.Params.avatarStandingFriction)
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{
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_currentFriction = PhysicsScene.Params.avatarStandingFriction;
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BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
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if (PhysBody.HasPhysicalBody)
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BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
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}
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}
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else
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@ -408,7 +419,8 @@ public sealed class BSCharacter : BSPhysObject
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if (_currentFriction != PhysicsScene.Params.avatarFriction)
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{
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_currentFriction = PhysicsScene.Params.avatarFriction;
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BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
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if (PhysBody.HasPhysicalBody)
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BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction);
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}
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}
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_velocity = value;
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@ -445,8 +457,11 @@ public sealed class BSCharacter : BSPhysObject
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// m_log.DebugFormat("{0}: set orientation to {1}", LogHeader, _orientation);
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PhysicsScene.TaintedObject("BSCharacter.setOrientation", delegate()
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{
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// _position = BulletSimAPI.GetPosition2(BSBody.ptr);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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if (PhysBody.HasPhysicalBody)
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{
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// _position = BulletSimAPI.GetPosition2(BSBody.ptr);
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BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation);
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}
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});
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}
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}
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@ -519,10 +534,13 @@ public sealed class BSCharacter : BSPhysObject
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_floatOnWater = value;
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PhysicsScene.TaintedObject("BSCharacter.setFloatOnWater", delegate()
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{
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if (_floatOnWater)
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
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else
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CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
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if (PhysBody.HasPhysicalBody)
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{
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if (_floatOnWater)
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CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
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else
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CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER);
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}
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});
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}
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}
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@ -555,7 +573,8 @@ public sealed class BSCharacter : BSPhysObject
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DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy);
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// Buoyancy is faked by changing the gravity applied to the object
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float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
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BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
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if (PhysBody.HasPhysicalBody)
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BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
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}
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}
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@ -601,7 +620,8 @@ public sealed class BSCharacter : BSPhysObject
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PhysicsScene.TaintedObject("BSCharacter.AddForce", delegate()
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{
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DetailLog("{0},BSCharacter.setAddForce,taint,addedForce={1}", LocalID, _force);
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BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
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if (PhysBody.HasPhysicalBody)
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BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
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});
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}
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else
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@ -191,7 +191,8 @@ public sealed class BSPrim : BSPhysObject
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}
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}
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public override bool Selected {
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set {
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set
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{
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if (value != _isSelected)
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{
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_isSelected = value;
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