fix actors not beeing deleted. Need the latest OEngine.

actorid
gugus 14 years ago
parent b2194398a4
commit 3ad2b9986e

@ -155,6 +155,7 @@ void MWScene::addActor (const std::string& handle, const std::string& mesh,
void MWScene::removeObject (const std::string& handle)
{
//TODO:check if actor???
eng->removeCharacter(handle);
eng->removeRigidBody(handle);
eng->deleteRigidBody(handle);
}

@ -308,6 +308,7 @@ namespace MWWorld
void World::playerCellChange (Ptr::CellStore *cell, const ESM::Position& position,
bool adjustPlayerPos)
{
std::cout << "PlayerCellChange";
if (adjustPlayerPos)
mPlayer->setPos (position.pos[0], position.pos[1], position.pos[2], false);
@ -330,6 +331,7 @@ namespace MWWorld
void World::changeCell (int X, int Y, const ESM::Position& position, bool adjustPlayerPos)
{
std::cout << "change CEll " << X << Y;
SuppressDoingPhysics scopeGuard;
// remove active
@ -716,6 +718,7 @@ namespace MWWorld
void World::changeToExteriorCell (const ESM::Position& position)
{
std::cout << "to exterior cell";
int x = 0;
int y = 0;

@ -133,7 +133,6 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
//if collide = false, then it does a second pass which create a shape for raycasting.
if(cShape->collide == false)
{
std::cout << "collide = false "<<resourceName << std::endl;
handleNode(node,0,Ogre::Matrix3::IDENTITY,Ogre::Vector3::ZERO,1,hasCollisionNode,false,true);
}
}
@ -306,7 +305,6 @@ void ManualBulletShapeLoader::handleNiTriShape(Nif::NiTriShape *shape, int flags
}
NodeShape = new btBvhTriangleMeshShape(mTriMesh,true);
currentShape->addChildShape(tr,NodeShape);
std::cout << "tri";
}
void ManualBulletShapeLoader::load(const std::string &name,const std::string &group)

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