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more correct entity list maintenance
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parent
c5e923f091
commit
1c636fe6b2
1 changed files with 37 additions and 12 deletions
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@ -653,7 +653,6 @@ void EntityTree::update() {
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}
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void EntityTree::updateChangedEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
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// TODO: switch these to iterators so we can remove items that get deleted
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foreach (EntityItem* thisEntity, _changedEntities) {
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// check to see if the lifetime has expired, for immortal entities this is always false
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if (thisEntity->lifetimeHasExpired()) {
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@ -675,15 +674,17 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
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{
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PerformanceTimer perfTimer("_movingEntities");
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// TODO: switch these to iterators so we can remove items that get deleted
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for (int i = 0; i < _movingEntities.size(); i++) {
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EntityItem* thisEntity = _movingEntities[i];
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QList<EntityItem*>::iterator item_itr = _movingEntities.begin();
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while (item_itr != _movingEntities.end()) {
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EntityItem* thisEntity = *item_itr;
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// always check to see if the lifetime has expired, for immortal entities this is always false
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if (thisEntity->lifetimeHasExpired()) {
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qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
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entitiesToDelete << thisEntity->getEntityItemID();
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clearEntityState(thisEntity);
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// remove thisEntity from the list
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item_itr = _movingEntities.erase(item_itr);
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thisEntity->setSimulationState(EntityItem::Static);
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} else {
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AACube oldCube = thisEntity->getMaximumAACube();
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thisEntity->update(now);
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@ -694,10 +695,22 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
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if (!domainBounds.touches(newCube)) {
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qDebug() << "Entity " << thisEntity->getEntityItemID() << " moved out of domain bounds.";
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entitiesToDelete << thisEntity->getEntityItemID();
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clearEntityState(thisEntity);
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// remove thisEntity from the list
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item_itr = _movingEntities.erase(item_itr);
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thisEntity->setSimulationState(EntityItem::Static);
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} else {
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moveOperator.addEntityToMoveList(thisEntity, oldCube, newCube);
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updateEntityState(thisEntity);
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EntityItem::SimulationState newState = thisEntity->computeSimulationState();
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if (newState != EntityItem::Moving) {
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if (newState == EntityItem::Mortal) {
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_mortalEntities.push_back(thisEntity);
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}
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// remove thisEntity from the list
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item_itr = _movingEntities.erase(item_itr);
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thisEntity->setSimulationState(newState);
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} else {
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++item_itr;
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}
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}
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}
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}
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@ -710,18 +723,30 @@ void EntityTree::updateMovingEntities(quint64 now, QSet<EntityItemID>& entitiesT
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}
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void EntityTree::updateMortalEntities(quint64 now, QSet<EntityItemID>& entitiesToDelete) {
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// TODO: switch these to iterators so we can remove items that get deleted
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for (int i = 0; i < _mortalEntities.size(); i++) {
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EntityItem* thisEntity = _mortalEntities[i];
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QList<EntityItem*>::iterator item_itr = _mortalEntities.begin();
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while (item_itr != _mortalEntities.end()) {
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EntityItem* thisEntity = *item_itr;
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thisEntity->update(now);
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// always check to see if the lifetime has expired, for immortal entities this is always false
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if (thisEntity->lifetimeHasExpired()) {
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qDebug() << "Lifetime has expired for entity:" << thisEntity->getEntityItemID();
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entitiesToDelete << thisEntity->getEntityItemID();
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clearEntityState(thisEntity);
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// remove thisEntity from the list
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item_itr = _mortalEntities.erase(item_itr);
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thisEntity->setSimulationState(EntityItem::Static);
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} else {
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// check to see if this entity is no longer moving
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updateEntityState(thisEntity);
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EntityItem::SimulationState newState = thisEntity->computeSimulationState();
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if (newState != EntityItem::Mortal) {
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if (newState == EntityItem::Moving) {
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_movingEntities.push_back(thisEntity);
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}
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// remove thisEntity from the list
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item_itr = _mortalEntities.erase(item_itr);
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thisEntity->setSimulationState(newState);
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} else {
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++item_itr;
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}
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}
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}
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}
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