forked from teamnwah/openmw-tes3coop
Fix memory leak when multiple documents in 3D edit. Support multiple physics engine per document.
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parent
03abd69b4f
commit
f051fb65ff
7 changed files with 106 additions and 18 deletions
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@ -2,7 +2,6 @@
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#include <iostream>
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#include <OgreRoot.h>
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#include <openengine/bullet/BulletShapeLoader.h>
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#include "../render/worldspacewidget.hpp"
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@ -58,15 +57,9 @@ namespace CSVWorld
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mSceneWidgets.erase(it);
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}
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// cleanup global resources
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// cleanup global resources used by OEngine
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if(mPhysics.empty())
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{
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// delete the extra resources created in removeDebugDraw
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if (Ogre::MaterialManager::getSingleton().resourceExists("BtOgre/DebugLines"))
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Ogre::MaterialManager::getSingleton().remove("BtOgre/DebugLines");
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if (Ogre::ResourceGroupManager::getSingleton().resourceGroupExists("BtOgre"))
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Ogre::ResourceGroupManager::getSingleton().destroyResourceGroup("BtOgre");
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delete OEngine::Physic::BulletShapeManager::getSingletonPtr();
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}
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}
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@ -6,7 +6,7 @@
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#include <OgreCamera.h>
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#include <OgreSceneManager.h>
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#include "physicsengine.hpp"
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#include <openengine/bullet/physic.hpp>
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#include <components/nifbullet/bulletnifloader.hpp>
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#include "../../model/settings/usersettings.hpp"
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#include "../render/elements.hpp"
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@ -15,7 +15,9 @@ namespace CSVWorld
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{
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PhysicsSystem::PhysicsSystem()
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{
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mEngine = new PhysicsEngine();
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// Create physics. shapeLoader is deleted by the physic engine
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NifBullet::ManualBulletShapeLoader* shapeLoader = new NifBullet::ManualBulletShapeLoader();
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mEngine = new OEngine::Physic::PhysicEngine(shapeLoader);
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}
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PhysicsSystem::~PhysicsSystem()
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@ -51,6 +53,8 @@ namespace CSVWorld
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{
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mEngine->createAndAdjustRigidBody(mesh,
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referenceId, scale, position, rotation,
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0, // scaledBoxTranslation
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0, // boxRotation
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true, // raycasting
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placeable);
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}
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@ -139,7 +143,7 @@ namespace CSVWorld
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// create a new physics object
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mEngine->createAndAdjustRigidBody(mesh, referenceId, scale, position, rotation,
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true, placeable);
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0, 0, true, placeable);
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// update other scene managers if they have the referenceId
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// FIXME: rotation or scale not updated
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@ -12,6 +12,14 @@ namespace Ogre
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class Camera;
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}
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namespace OEngine
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{
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namespace Physic
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{
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class PhysicEngine;
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}
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}
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namespace CSVRender
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{
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class SceneWidget;
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@ -19,15 +27,13 @@ namespace CSVRender
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namespace CSVWorld
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{
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class PhysicsEngine;
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class PhysicsSystem
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{
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std::map<std::string, std::string> mSceneNodeToRefId;
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std::map<std::string, std::map<Ogre::SceneManager *, std::string> > mRefIdToSceneNode;
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std::map<std::string, std::string> mSceneNodeToMesh;
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std::map<Ogre::SceneManager*, CSVRender::SceneWidget *> mSceneWidgets;
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PhysicsEngine* mEngine;
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OEngine::Physic::PhysicEngine* mEngine;
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std::multimap<std::string, Ogre::SceneManager *> mTerrain;
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public:
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@ -14,6 +14,7 @@
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#include <openengine/bullet/physic.hpp>
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#include <openengine/bullet/BtOgreExtras.h>
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#include <openengine/ogre/renderer.hpp>
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#include <openengine/bullet/BulletShapeLoader.h>
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#include <components/nifbullet/bulletnifloader.hpp>
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@ -498,6 +499,7 @@ namespace MWWorld
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if (mWaterCollisionObject.get())
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mEngine->mDynamicsWorld->removeCollisionObject(mWaterCollisionObject.get());
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delete mEngine;
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delete OEngine::Physic::BulletShapeManager::getSingletonPtr();
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}
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OEngine::Physic::PhysicEngine* PhysicsSystem::getEngine()
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@ -212,8 +212,10 @@ public:
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~DebugDrawer()
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{
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Ogre::MaterialManager::getSingleton().remove("BtOgre/DebugLines");
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Ogre::ResourceGroupManager::getSingleton().destroyResourceGroup("BtOgre");
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if (Ogre::MaterialManager::getSingleton().resourceExists("BtOgre/DebugLines"))
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Ogre::MaterialManager::getSingleton().remove("BtOgre/DebugLines");
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if (Ogre::ResourceGroupManager::getSingleton().resourceGroupExists("BtOgre"))
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Ogre::ResourceGroupManager::getSingleton().destroyResourceGroup("BtOgre");
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delete mLineDrawer;
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}
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@ -114,7 +114,7 @@ namespace Physic
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{
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mEngine->mDynamicsWorld->removeRigidBody(mBody);
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delete mBody;
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}
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}
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}
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void PhysicActor::enableCollisionMode(bool collision)
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@ -356,7 +356,8 @@ namespace Physic
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delete broadphase;
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delete mShapeLoader;
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delete BulletShapeManager::getSingletonPtr();
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// Moved the cleanup to mwworld/physicssystem
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//delete BulletShapeManager::getSingletonPtr();
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}
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void PhysicEngine::addHeightField(float* heights,
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@ -863,5 +864,76 @@ namespace Physic
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}
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}
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int PhysicEngine::toggleDebugRendering(Ogre::SceneManager *sceneMgr)
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{
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if(!sceneMgr)
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return 0;
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std::map<Ogre::SceneManager *, BtOgre::DebugDrawer *>::iterator iter =
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mDebugDrawers.find(sceneMgr);
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if(iter != mDebugDrawers.end()) // found scene manager
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{
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if((*iter).second)
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{
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// set a new drawer each time (maybe with a different scene manager)
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mDynamicsWorld->setDebugDrawer(mDebugDrawers[sceneMgr]);
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if(!mDebugDrawers[sceneMgr]->getDebugMode())
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mDebugDrawers[sceneMgr]->setDebugMode(1 /*mDebugDrawFlags*/);
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else
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mDebugDrawers[sceneMgr]->setDebugMode(0);
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mDynamicsWorld->debugDrawWorld();
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return mDebugDrawers[sceneMgr]->getDebugMode();
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}
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}
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return 0;
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}
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void PhysicEngine::stepDebug(Ogre::SceneManager *sceneMgr)
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{
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if(!sceneMgr)
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return;
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std::map<Ogre::SceneManager *, BtOgre::DebugDrawer *>::iterator iter =
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mDebugDrawers.find(sceneMgr);
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if(iter != mDebugDrawers.end()) // found scene manager
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{
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if((*iter).second)
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(*iter).second->step();
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else
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return;
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}
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}
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void PhysicEngine::createDebugDraw(Ogre::SceneManager *sceneMgr)
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{
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if(mDebugDrawers.find(sceneMgr) == mDebugDrawers.end())
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{
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mDebugSceneNodes[sceneMgr] = sceneMgr->getRootSceneNode()->createChildSceneNode();
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mDebugDrawers[sceneMgr] = new BtOgre::DebugDrawer(mDebugSceneNodes[sceneMgr], mDynamicsWorld);
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mDebugDrawers[sceneMgr]->setDebugMode(0);
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}
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}
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void PhysicEngine::removeDebugDraw(Ogre::SceneManager *sceneMgr)
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{
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std::map<Ogre::SceneManager *, BtOgre::DebugDrawer *>::iterator iter =
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mDebugDrawers.find(sceneMgr);
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if(iter != mDebugDrawers.end())
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{
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delete (*iter).second;
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mDebugDrawers.erase(iter);
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}
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std::map<Ogre::SceneManager *, Ogre::SceneNode *>::iterator it =
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mDebugSceneNodes.find(sceneMgr);
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if(it != mDebugSceneNodes.end())
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{
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std::string sceneNodeName = (*it).second->getName();
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if(sceneMgr->hasSceneNode(sceneNodeName))
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sceneMgr->destroySceneNode(sceneNodeName);
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}
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}
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}
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}
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@ -348,6 +348,15 @@ namespace Physic
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bool isDebugCreated;
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bool mDebugActive;
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// for OpenCS with multiple engines per document
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std::map<Ogre::SceneManager *, BtOgre::DebugDrawer *> mDebugDrawers;
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std::map<Ogre::SceneManager *, Ogre::SceneNode *> mDebugSceneNodes;
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int toggleDebugRendering(Ogre::SceneManager *sceneMgr);
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void stepDebug(Ogre::SceneManager *sceneMgr);
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void createDebugDraw(Ogre::SceneManager *sceneMgr);
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void removeDebugDraw(Ogre::SceneManager *sceneMgr);
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private:
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PhysicEngine(const PhysicEngine&);
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PhysicEngine& operator=(const PhysicEngine&);
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