BulletSim: fix problem with multiple linksets stepping on each other if they are built at the same time.
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4cfa3be4ef
commit
dae038a117
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@ -578,12 +578,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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}
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}
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ProcessPostStepTaints();
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// This causes the unmanaged code to output ALL the values found in ALL the objects in the world.
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// Only enable this in a limited test world with few objects.
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// BulletSimAPI.DumpAllInfo2(World.ptr); // DEBUG DEBUG DEBUG
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ProcessPostStepTaints();
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// The physics engine returns the number of milliseconds it simulated this call.
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// These are summed and normalized to one second and divided by 1000 to give the reported physics FPS.
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// We multiply by 55 to give a recognizable running rate (55 or less).
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@ -766,9 +766,10 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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{
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if (!m_initialized) return;
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string uniqueIdent = ident + "-" + ID.ToString();
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lock (_taintLock)
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{
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_postTaintOperations[ident] = new TaintCallbackEntry(ident + "-" + ID.ToString(), callback);
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_postTaintOperations[uniqueIdent] = new TaintCallbackEntry(uniqueIdent, callback);
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}
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return;
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