BulletSim: modify taint processing which use locks.

(Merge branch 'bullettaint' into bulletcast)
This commit is contained in:
Robert Adams
2017-09-02 13:08:54 -07:00
5 changed files with 62 additions and 27 deletions

View File

@@ -75,7 +75,7 @@ public sealed class BSShapeCollection : IDisposable
// Called at taint-time.
public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback)
{
m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape");
m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.GetBodyAndShape");
bool ret = false;
@@ -346,7 +346,7 @@ public sealed class BSShapeCollection : IDisposable
if (!body.HasPhysicalBody)
return;
m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody");
m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.DereferenceBody");
lock (m_collectionActivityLock)
{