fix for recursive write then read lock

This commit is contained in:
Stephen Birarda 2015-11-19 15:35:41 -08:00
parent 2a05ec650b
commit 5140a480a1
3 changed files with 15 additions and 21 deletions

View file

@ -1187,7 +1187,7 @@ void Avatar::computeShapeInfo(ShapeInfo& shapeInfo) {
// virtual
void Avatar::rebuildSkeletonBody() {
DependencyManager::get<AvatarManager>()->updateAvatarPhysicsShape(getSessionUUID());
DependencyManager::get<AvatarManager>()->updateAvatarPhysicsShape(this);
}
glm::vec3 Avatar::getLeftPalmPosition() {

View file

@ -328,25 +328,19 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents
}
}
void AvatarManager::updateAvatarPhysicsShape(const QUuid& id) {
auto avatarData = findAvatar(id);
if (avatarData) {
auto avatar = std::dynamic_pointer_cast<Avatar>(avatarData);
AvatarMotionState* motionState = avatar->getMotionState();
if (motionState) {
motionState->addDirtyFlags(Simulation::DIRTY_SHAPE);
} else {
ShapeInfo shapeInfo;
avatar->computeShapeInfo(shapeInfo);
btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
if (shape) {
AvatarMotionState* motionState = new AvatarMotionState(avatar.get(), shape);
avatar->setMotionState(motionState);
_motionStatesToAdd.insert(motionState);
_avatarMotionStates.insert(motionState);
}
void AvatarManager::updateAvatarPhysicsShape(Avatar* avatar) {
AvatarMotionState* motionState = avatar->getMotionState();
if (motionState) {
motionState->addDirtyFlags(Simulation::DIRTY_SHAPE);
} else {
ShapeInfo shapeInfo;
avatar->computeShapeInfo(shapeInfo);
btCollisionShape* shape = ObjectMotionState::getShapeManager()->getShape(shapeInfo);
if (shape) {
AvatarMotionState* motionState = new AvatarMotionState(avatar, shape);
avatar->setMotionState(motionState);
_motionStatesToAdd.insert(motionState);
_avatarMotionStates.insert(motionState);
}
}
}

View file

@ -63,7 +63,7 @@ public:
void handleOutgoingChanges(const VectorOfMotionStates& motionStates);
void handleCollisionEvents(const CollisionEvents& collisionEvents);
void updateAvatarPhysicsShape(const QUuid& id);
void updateAvatarPhysicsShape(Avatar* avatar);
public slots:
void setShouldShowReceiveStats(bool shouldShowReceiveStats) { _shouldShowReceiveStats = shouldShowReceiveStats; }