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_entityMotionStates is Qset of EntityMotionState*
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2 changed files with 5 additions and 6 deletions
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@ -12,11 +12,11 @@
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// TODO: make MotionState able to clear incoming flags
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// TODO: make MotionState::setWorldTransform() put itself on _incomingChanges list
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// TODO: give PhysicsEngine instance an _entityPacketSender
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// TODO: provide some sort of "reliable" send for "stopped" update
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#include "PhysicsEngine.h"
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#ifdef USE_BULLET_PHYSICS
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#include "EntityMotionState.h"
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#include "ShapeInfoUtil.h"
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#include "ThreadSafeDynamicsWorld.h"
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@ -75,7 +75,7 @@ void PhysicsEngine::removeEntityInternal(EntityItem* entity) {
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assert(entity);
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void* physicsInfo = entity->getPhysicsInfo();
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if (physicsInfo) {
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ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
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EntityMotionState* motionState = static_cast<EntityMotionState*>(physicsInfo);
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removeObject(motionState);
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entity->setPhysicsInfo(NULL);
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_entityMotionStates.remove(motionState);
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@ -89,7 +89,7 @@ void PhysicsEngine::entityChangedInternal(EntityItem* entity) {
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void PhysicsEngine::clearEntitiesInternal() {
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// For now we assume this would only be called on shutdown in which case we can just let the memory get lost.
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QSet<ObjectMotionState*>::const_iterator stateItr = _entityMotionStates.begin();
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QSet<EntityMotionState*>::const_iterator stateItr = _entityMotionStates.begin();
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for (stateItr = _entityMotionStates.begin(); stateItr != _entityMotionStates.end(); ++stateItr) {
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removeObject(*stateItr);
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}
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@ -23,8 +23,7 @@ typedef unsigned int uint32_t;
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#include <EntitySimulation.h>
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#include "BulletUtil.h"
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#include "ObjectMotionState.h"
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#include "ObjectMotionState.h"
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#include "EntityMotionState.h"
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#include "PositionHashKey.h"
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#include "ShapeManager.h"
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#include "ThreadSafeDynamicsWorld.h"
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@ -111,7 +110,7 @@ private:
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btHashMap<PositionHashKey, VoxelObject> _voxels;
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// EntitySimulation stuff
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QSet<ObjectMotionState*> _entityMotionStates; // all entities that we track
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QSet<EntityMotionState*> _entityMotionStates; // all entities that we track
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QSet<EntityItem*> _incomingEntityChanges; // entities with pending physics changes by script or packet
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QSet<ObjectMotionState*> _outgoingPhysics; // MotionStates with pending transform changes from physics simulation
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