Merge pull request #3862 from AndrewMeadows/bispinor

more correct EntityItem list maintenance
This commit is contained in:
Brad Hefta-Gaub 2014-11-25 11:59:48 -08:00
commit 969d178e44
2 changed files with 41 additions and 13 deletions

View file

@ -96,6 +96,7 @@ function printVector(string, vector) {
function shootBullet(position, velocity) {
var BULLET_SIZE = 0.01;
var BULLET_LIFETIME = 20.0;
var BULLET_GRAVITY = -0.02;
Entities.addEntity(
{ type: "Sphere",
@ -103,6 +104,7 @@ function shootBullet(position, velocity) {
dimensions: { x: BULLET_SIZE, y: BULLET_SIZE, z: BULLET_SIZE },
color: { red: 10, green: 10, blue: 10 },
velocity: velocity,
lifetime: BULLET_LIFETIME,
gravity: { x: 0, y: BULLET_GRAVITY, z: 0 },
damping: 0 });
@ -118,6 +120,7 @@ function shootBullet(position, velocity) {
function shootTarget() {
var TARGET_SIZE = 0.25;
var TARGET_GRAVITY = -0.6;
var TARGET_LIFETIME = 300.0;
var TARGET_UP_VELOCITY = 3.0;
var TARGET_FWD_VELOCITY = 5.0;
var DISTANCE_TO_LAUNCH_FROM = 3.0;
@ -140,7 +143,7 @@ function shootTarget() {
color: { red: 0, green: 200, blue: 200 },
velocity: velocity,
gravity: { x: 0, y: TARGET_GRAVITY, z: 0 },
lifetime: 1000.0,
lifetime: TARGET_LIFETIME,
damping: 0.99 });
// Record start time

View file

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