namechange

This commit is contained in:
Andrew Meadows 2015-12-28 17:25:19 -08:00
parent 534bfa5983
commit 4208380d1c
3 changed files with 16 additions and 10 deletions

View file

@ -71,6 +71,7 @@ ObjectMotionState::ObjectMotionState(btCollisionShape* shape) :
}
ObjectMotionState::~ObjectMotionState() {
// adebug TODO: move shape release out of PhysicsEngine and into into the ObjectMotionState dtor
assert(!_body);
assert(!_shape);
}

View file

@ -67,7 +67,8 @@ void PhysicsEngine::init() {
}
}
void PhysicsEngine::addObject(ObjectMotionState* motionState) {
// private
void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
assert(motionState);
btVector3 inertia(0.0f, 0.0f, 0.0f);
@ -144,7 +145,8 @@ void PhysicsEngine::addObject(ObjectMotionState* motionState) {
motionState->clearIncomingDirtyFlags();
}
void PhysicsEngine::removeObject(ObjectMotionState* object) {
// private
void PhysicsEngine::removeObjectFromDynamicsWorld(ObjectMotionState* object) {
// wake up anything touching this object
bump(object);
removeContacts(object);
@ -156,13 +158,14 @@ void PhysicsEngine::removeObject(ObjectMotionState* object) {
void PhysicsEngine::deleteObjects(const VectorOfMotionStates& objects) {
for (auto object : objects) {
removeObject(object);
removeObjectFromDynamicsWorld(object);
// NOTE: setRigidBody() modifies body->m_userPointer so we should clear the MotionState's body BEFORE deleting it.
btRigidBody* body = object->getRigidBody();
object->setRigidBody(nullptr);
body->setMotionState(nullptr);
delete body;
// adebug TODO: move this into ObjectMotionState dtor
object->releaseShape();
delete object;
}
@ -172,12 +175,13 @@ void PhysicsEngine::deleteObjects(const VectorOfMotionStates& objects) {
void PhysicsEngine::deleteObjects(const SetOfMotionStates& objects) {
for (auto object : objects) {
btRigidBody* body = object->getRigidBody();
removeObject(object);
removeObjectFromDynamicsWorld(object);
// NOTE: setRigidBody() modifies body->m_userPointer so we should clear the MotionState's body BEFORE deleting it.
object->setRigidBody(nullptr);
body->setMotionState(nullptr);
delete body;
// adebug TODO: move this into ObjectMotionState dtor
object->releaseShape();
delete object;
}
@ -185,7 +189,7 @@ void PhysicsEngine::deleteObjects(const SetOfMotionStates& objects) {
void PhysicsEngine::addObjects(const VectorOfMotionStates& objects) {
for (auto object : objects) {
addObject(object);
addObjectToDynamicsWorld(object);
}
}
@ -211,8 +215,8 @@ VectorOfMotionStates PhysicsEngine::changeObjects(const VectorOfMotionStates& ob
}
void PhysicsEngine::reinsertObject(ObjectMotionState* object) {
removeObject(object);
addObject(object);
removeObjectFromDynamicsWorld(object);
addObjectToDynamicsWorld(object);
}
void PhysicsEngine::removeContacts(ObjectMotionState* motionState) {

View file

@ -54,11 +54,9 @@ public:
void setSessionUUID(const QUuid& sessionID) { _sessionID = sessionID; }
const QUuid& getSessionID() const { return _sessionID; }
void addObject(ObjectMotionState* motionState);
void removeObject(ObjectMotionState* motionState);
void deleteObjects(const VectorOfMotionStates& objects);
void deleteObjects(const SetOfMotionStates& objects); // only called during teardown
void addObjects(const VectorOfMotionStates& objects);
VectorOfMotionStates changeObjects(const VectorOfMotionStates& objects);
void reinsertObject(ObjectMotionState* object);
@ -100,6 +98,9 @@ public:
void forEachAction(std::function<void(EntityActionPointer)> actor);
private:
void addObjectToDynamicsWorld(ObjectMotionState* motionState);
void removeObjectFromDynamicsWorld(ObjectMotionState* motionState);
void removeContacts(ObjectMotionState* motionState);
void doOwnershipInfection(const btCollisionObject* objectA, const btCollisionObject* objectB);