Ejemplo n.º 1
0
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);
}
Ejemplo n.º 2
0
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;
}
Ejemplo n.º 3
0
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();
}