Beispiel #1
0
void AvatarManager::handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction) {
    // things on objectsToRemove are ready for delete
    for (auto object : transaction.objectsToRemove) {
        delete object;
    }
    transaction.clear();
}
Beispiel #2
0
void AvatarManager::handleProcessedPhysicsTransaction(PhysicsEngine::Transaction& transaction) {
    // things on objectsToChange correspond to failed changes
    // so we push them back onto _avatarsToChangeInPhysics
    for (auto object : transaction.objectsToChange) {
        AvatarMotionState* motionState = static_cast<AvatarMotionState*>(object);
        assert(motionState);
        assert(motionState->_avatar);
        _avatarsToChangeInPhysics.insert(motionState->_avatar);
    }
    // things on objectsToRemove are ready for delete
    for (auto object : transaction.objectsToRemove) {
        delete object;
    }
    transaction.clear();
}