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BulletSim: Fix linkset problem where delayed manipulations of child objects was using the child shape address at call time rather than the one created at taint time.
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@@ -331,21 +331,21 @@ public class BSLinkset
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m_children.Add(child);
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BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
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BulletBody rootBodyx = LinksetRoot.BSBody;
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BSPhysObject childx = child;
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BulletBody childBodyx = child.BSBody;
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DetailLog("{0},AddChildToLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
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rootx.LocalID,
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rootx.LocalID, rootBodyx.ptr.ToString("X"),
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childx.LocalID, childBodyx.ptr.ToString("X"));
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rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
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childx.LocalID, childx.BSBody.ptr.ToString("X"));
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PhysicsScene.TaintedObject("AddChildToLinkset", delegate()
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{
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DetailLog("{0},AddChildToLinkset,taint,child={1}", LinksetRoot.LocalID, child.LocalID);
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// build the physical binding between me and the child
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m_taintChildren.Add(childx);
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PhysicallyLinkAChildToRoot(rootx, rootBodyx, childx, childBodyx);
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// Since this is taint-time, the body and shape could have changed for the child
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PhysicallyLinkAChildToRoot(rootx, rootx.BSBody, childx, childx.BSBody);
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});
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}
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return;
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@@ -369,21 +369,19 @@ public class BSLinkset
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if (m_children.Remove(child))
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{
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BSPhysObject rootx = LinksetRoot; // capture the root and body as of now
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BulletBody rootBodyx = LinksetRoot.BSBody;
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BSPhysObject childx = child;
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BulletBody childBodyx = child.BSBody;
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DetailLog("{0},RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}",
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childx.LocalID,
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rootx.LocalID, rootBodyx.ptr.ToString("X"),
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childx.LocalID, childBodyx.ptr.ToString("X"));
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rootx.LocalID, rootx.BSBody.ptr.ToString("X"),
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childx.LocalID, childx.BSBody.ptr.ToString("X"));
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PhysicsScene.TaintedObject("RemoveChildFromLinkset", delegate()
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{
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if (m_taintChildren.Contains(childx))
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m_taintChildren.Remove(childx);
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PhysicallyUnlinkAChildFromRoot(rootx, rootBodyx, childx, childBodyx);
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PhysicallyUnlinkAChildFromRoot(rootx, rootx.BSBody, childx, childx.BSBody);
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RecomputeLinksetConstraintVariables();
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});
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