OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
/// <summary>
/// Called after our prim properties are set Scale, position etc.
/// </summary>
/// <remarks>
/// We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
/// This assures us that we have no race conditions
/// </remarks>
/// <param name="actor"></param>
Called after our prim properties are set Scale, position etc.
Called after our prim properties are set Scale position etc .
public override void AddPhysicsActorTaint(PhysicsActor actor)
        {
            if (actor is OdePrim)
            {
                OdePrim taintedprim = ((OdePrim)actor);
                lock (_taintedPrims)
                    _taintedPrims.Add(taintedprim);
            }
            else if (actor is OdeCharacter)
            {
                OdeCharacter taintedchar = ((OdeCharacter)actor);
                lock (_taintedActors)
                {
                    _taintedActors.Add(taintedchar);
                    if (taintedchar.bad)
                        m_log.ErrorFormat("[ODE SCENE]: Added BAD actor {0} to tainted actors", taintedchar.m_uuid);
                }
            }
        }
public override void AddPhysicsActorTaint ( PhysicsActor actor ) { if ( actor is OdePrim ) { OdePrim taintedprim = ( ( OdePrim ) actor ) ; lock ( _taintedPrims ) _taintedPrims . Add ( taintedprim ) ; } else if ( actor is OdeCharacter ) { OdeCharacter taintedchar = ( ( OdeCharacter ) actor ) ; lock ( _taintedActors ) { _taintedActors . Add ( taintedchar ) ; if ( taintedchar . bad ) m_log . ErrorFormat ( " " , taintedchar . m_uuid ) ; } } }
Called after our prim properties are set Scale, position etc.
Called after our prim properties are set Scale position etc .
actor
PhysicsActor
None
remarks
We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex
This assures us that we have no race conditions
We use this event queue like method to keep changes to the physical scene occuring in the threadlocked mutex This assures us that we have no race conditions