void PhysicalEntitySimulation::removeEntityInternal(EntityItemPointer entity) { EntityMotionState* motionState = static_cast<EntityMotionState*>(entity->getPhysicsInfo()); if (motionState) { motionState->clearObjectBackPointer(); entity->setPhysicsInfo(nullptr); _pendingRemoves.insert(motionState); _outgoingChanges.remove(motionState); } _pendingAdds.remove(entity); }
VectorOfMotionStates& PhysicalEntitySimulation::getObjectsToDelete() { _tempVector.clear(); for (auto stateItr : _pendingRemoves) { EntityMotionState* motionState = &(*stateItr); _pendingChanges.remove(motionState); _physicalObjects.remove(motionState); EntityItemPointer entity = motionState->getEntity(); if (entity) { _pendingAdds.remove(entity); entity->setPhysicsInfo(nullptr); motionState->clearObjectBackPointer(); } _tempVector.push_back(motionState); } _pendingRemoves.clear(); return _tempVector; }
void PhysicalEntitySimulation::clearEntitiesInternal() { // TODO: we should probably wait to lock the _physicsEngine so we don't mess up data structures // while it is in the middle of a simulation step. As it is, we're probably in shutdown mode // anyway, so maybe the simulation was already properly shutdown? Cross our fingers... // first disconnect each MotionStates from its Entity for (auto stateItr : _physicalObjects) { EntityMotionState* motionState = static_cast<EntityMotionState*>(&(*stateItr)); EntityItemPointer entity = motionState->getEntity(); if (entity) { entity->setPhysicsInfo(nullptr); } motionState->clearObjectBackPointer(); } // then delete the objects (aka MotionStates) _physicsEngine->deleteObjects(_physicalObjects); // finally clear all lists (which now have only dangling pointers) _physicalObjects.clear(); _pendingRemoves.clear(); _pendingAdds.clear(); _pendingChanges.clear(); }