mirror of
https://github.com/overte-org/overte.git
synced 2025-04-20 04:44:11 +02:00
remove all contact info before removing objects
This commit is contained in:
parent
618712538a
commit
532f0683e8
2 changed files with 29 additions and 20 deletions
|
@ -136,23 +136,19 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
|
|||
motionState->clearIncomingDirtyFlags();
|
||||
}
|
||||
|
||||
// private
|
||||
void PhysicsEngine::removeObjectFromDynamicsWorld(ObjectMotionState* object) {
|
||||
// wake up anything touching this object
|
||||
bump(object);
|
||||
removeContacts(object);
|
||||
|
||||
btRigidBody* body = object->getRigidBody();
|
||||
assert(body);
|
||||
_dynamicsWorld->removeRigidBody(body);
|
||||
}
|
||||
|
||||
void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
|
||||
// first bump and prune contacts for all objects in the list
|
||||
for (auto object : objects) {
|
||||
removeObjectFromDynamicsWorld(object);
|
||||
bumpAndPruneContacts(object);
|
||||
}
|
||||
|
||||
// then remove them
|
||||
for (auto object : objects) {
|
||||
btRigidBody* body = object->getRigidBody();
|
||||
assert(body);
|
||||
_dynamicsWorld->removeRigidBody(body);
|
||||
|
||||
// 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;
|
||||
|
@ -163,7 +159,8 @@ void PhysicsEngine::removeObjects(const VectorOfMotionStates& objects) {
|
|||
void PhysicsEngine::removeObjects(const SetOfMotionStates& objects) {
|
||||
for (auto object : objects) {
|
||||
btRigidBody* body = object->getRigidBody();
|
||||
removeObjectFromDynamicsWorld(object);
|
||||
assert(body);
|
||||
_dynamicsWorld->removeRigidBody(body);
|
||||
|
||||
// NOTE: setRigidBody() modifies body->m_userPointer so we should clear the MotionState's body BEFORE deleting it.
|
||||
object->setRigidBody(nullptr);
|
||||
|
@ -200,7 +197,13 @@ VectorOfMotionStates PhysicsEngine::changeObjects(const VectorOfMotionStates& ob
|
|||
}
|
||||
|
||||
void PhysicsEngine::reinsertObject(ObjectMotionState* object) {
|
||||
removeObjectFromDynamicsWorld(object);
|
||||
// remove object from DynamicsWorld
|
||||
bumpAndPruneContacts(object);
|
||||
btRigidBody* body = object->getRigidBody();
|
||||
assert(body);
|
||||
_dynamicsWorld->removeRigidBody(body);
|
||||
|
||||
// add it back
|
||||
addObjectToDynamicsWorld(object);
|
||||
}
|
||||
|
||||
|
@ -402,13 +405,14 @@ void PhysicsEngine::dumpStatsIfNecessary() {
|
|||
// CF_DISABLE_VISUALIZE_OBJECT = 32, //disable debug drawing
|
||||
// CF_DISABLE_SPU_COLLISION_PROCESSING = 64//disable parallel/SPU processing
|
||||
|
||||
void PhysicsEngine::bump(ObjectMotionState* motionState) {
|
||||
void PhysicsEngine::bumpAndPruneContacts(ObjectMotionState* motionState) {
|
||||
// Find all objects that touch the object corresponding to motionState and flag the other objects
|
||||
// for simulation ownership by the local simulation.
|
||||
|
||||
assert(motionState);
|
||||
btCollisionObject* object = motionState->getRigidBody();
|
||||
|
||||
std::vector<btPersistentManifold*> staleManifolds;
|
||||
int numManifolds = _collisionDispatcher->getNumManifolds();
|
||||
for (int i = 0; i < numManifolds; ++i) {
|
||||
btPersistentManifold* contactManifold = _collisionDispatcher->getManifoldByIndexInternal(i);
|
||||
|
@ -423,6 +427,7 @@ void PhysicsEngine::bump(ObjectMotionState* motionState) {
|
|||
objectA->setActivationState(ACTIVE_TAG);
|
||||
}
|
||||
}
|
||||
staleManifolds.push_back(contactManifold);
|
||||
} else if (objectA == object) {
|
||||
if (!objectB->isStaticOrKinematicObject()) {
|
||||
ObjectMotionState* motionStateB = static_cast<ObjectMotionState*>(objectB->getUserPointer());
|
||||
|
@ -431,9 +436,14 @@ void PhysicsEngine::bump(ObjectMotionState* motionState) {
|
|||
objectB->setActivationState(ACTIVE_TAG);
|
||||
}
|
||||
}
|
||||
staleManifolds.push_back(contactManifold);
|
||||
}
|
||||
}
|
||||
}
|
||||
for (auto manifold : staleManifolds) {
|
||||
_collisionDispatcher->releaseManifold(manifold);
|
||||
}
|
||||
removeContacts(motionState);
|
||||
}
|
||||
|
||||
void PhysicsEngine::setCharacterController(CharacterController* character) {
|
||||
|
|
|
@ -78,9 +78,6 @@ public:
|
|||
/// \return position of simulation origin in domain-frame
|
||||
const glm::vec3& getOriginOffset() const { return _originOffset; }
|
||||
|
||||
/// \brief call bump on any objects that touch the object corresponding to motionState
|
||||
void bump(ObjectMotionState* motionState);
|
||||
|
||||
void setCharacterController(CharacterController* character);
|
||||
|
||||
void dumpNextStats() { _dumpNextStats = true; }
|
||||
|
@ -94,7 +91,9 @@ public:
|
|||
|
||||
private:
|
||||
void addObjectToDynamicsWorld(ObjectMotionState* motionState);
|
||||
void removeObjectFromDynamicsWorld(ObjectMotionState* motionState);
|
||||
|
||||
/// \brief bump any objects that touch this one, then remove contact info
|
||||
void bumpAndPruneContacts(ObjectMotionState* motionState);
|
||||
|
||||
void removeContacts(ObjectMotionState* motionState);
|
||||
|
||||
|
|
Loading…
Reference in a new issue