Fix deleting objects and scenewidgets.

loadfix
cc9cii 10 years ago
parent ade7f09203
commit d6e67b248f

@ -66,7 +66,7 @@ namespace CSVRender
mOverlaySystem = OverlaySystem::instance().get();
mSceneMgr->addRenderQueueListener(mOverlaySystem);
CSVWorld::PhysicsSystem::instance()->addSceneManager(mSceneMgr, this);
CSVWorld::PhysicsSystem::instance()->addSceneManager(mSceneMgr);
QTimer *timer = new QTimer (this);
@ -166,6 +166,8 @@ namespace CSVRender
SceneWidget::~SceneWidget()
{
CSVWorld::PhysicsSystem::instance()->removeSceneManager(mSceneMgr);
if (mWindow)
Ogre::Root::getSingleton().destroyRenderTarget (mWindow);

@ -916,8 +916,7 @@ void CSVRender::WorldspaceWidget::placeObject(const std::string sceneNode, const
// FIXME: adjustRigidBody() seems to lose objects, work around by deleting and recreating objects
//CSVWorld::PhysicsSystem::instance()->moveObject(sceneNode, pos, xr*yr*zr);
std::string mesh = CSVWorld::PhysicsSystem::instance()->sceneNodeToMesh(sceneNode);
CSVWorld::PhysicsSystem::instance()->removeObject(sceneNode);
CSVWorld::PhysicsSystem::instance()->addObject(mesh, sceneNode, refId, cellref.mScale, pos, xr*yr*zr);
CSVWorld::PhysicsSystem::instance()->replaceObject(mesh, sceneNode, refId, cellref.mScale, pos, xr*yr*zr);
// update all SceneWidgets and their SceneManagers
emit signalAsModified();

@ -65,7 +65,6 @@ namespace CSVWorld
// update physics, only one physics model per referenceId
if(mEngine->getRigidBody(referenceId, true) == NULL)
{
mEngine->createAndAdjustRigidBody(mesh,
referenceId, scale, position, rotation,
0, // scaledBoxTranslation
@ -74,27 +73,32 @@ namespace CSVWorld
placeable);
// update other scene managers if they have the referenceId (may have moved)
// FIXME: this bit not needed if object has not moved
iter = mSceneManagers.begin();
for(; iter != mSceneManagers.end(); ++iter)
{
std::string name = refIdToSceneNode(referenceId, *iter);
if(name != sceneNodeName && (*iter)->hasSceneNode(name))
{
// FIXME: rotation or scale not updated
// FIXME: rotation or scale not updated
(*iter)->getSceneNode(name)->setPosition(position);
}
}
}
}
void PhysicsSystem::removeObject(const std::string &sceneNodeName)
// normal delete (e.g closing a scene subview)
// TODO: should think about using some kind of reference counting within RigidBody
void PhysicsSystem::removeObject(const std::string &sceneNodeName, bool force)
{
std::string referenceId = sceneNodeToRefId(sceneNodeName);
std::string referenceId = mSceneNodeToRefId[sceneNodeName];
if(referenceId != "")
{
mEngine->removeRigidBody(referenceId);
mEngine->deleteRigidBody(referenceId);
mSceneNodeToRefId.erase(sceneNodeName);
mSceneNodeToMesh.erase(sceneNodeName);
// find which SceneManager has this object
Ogre::SceneManager *sceneManager = NULL;
std::list<Ogre::SceneManager *>::const_iterator iter = mSceneManagers.begin();
for(; iter != mSceneManagers.end(); ++iter)
@ -109,6 +113,17 @@ namespace CSVWorld
if(!sceneManager)
return; // FIXME: maybe this should be an exception
// illustration: erase the object "K" from the object map
//
// RidigBody SubView Ogre
// --------------- -------------- -------------
// ReferenceId "A" (SceneManager X SceneNode "J")
// (SceneManager Y SceneNode "K") <--- erase
// (SceneManager Z SceneNode "L")
//
// ReferenceId "B" (SceneManager X SceneNode "M")
// (SceneManager Y SceneNode "N") <--- notice not deleted
// (SceneManager Z SceneNode "O")
std::map<std::string, std::map<Ogre::SceneManager *, std::string> >::iterator itRef =
mRefIdToSceneNode.begin();
for(; itRef != mRefIdToSceneNode.end(); ++itRef)
@ -116,12 +131,27 @@ namespace CSVWorld
if((*itRef).second.find(sceneManager) != (*itRef).second.end())
{
(*itRef).second.erase(sceneManager);
return;
break;
}
}
// should the physics model be deleted?
if(force || mRefIdToSceneNode.find(referenceId) == mRefIdToSceneNode.end())
{
mEngine->removeRigidBody(referenceId);
mEngine->deleteRigidBody(referenceId);
}
}
}
void PhysicsSystem::replaceObject(const std::string &mesh,
const std::string &sceneNodeName, const std::string &referenceId, float scale,
const Ogre::Vector3 &position, const Ogre::Quaternion &rotation, bool placeable)
{
removeObject(sceneNodeName, true); // force delete
addObject(mesh, sceneNodeName, referenceId, scale, position, rotation, placeable);
}
void PhysicsSystem::moveObject(const std::string &sceneNodeName,
const Ogre::Vector3 &position, const Ogre::Quaternion &rotation)
{
@ -228,11 +258,24 @@ namespace CSVWorld
return mSceneNodeToMesh[sceneNodeName];
}
void PhysicsSystem::addSceneManager(Ogre::SceneManager *sceneMgr, CSVRender::SceneWidget * scene)
void PhysicsSystem::addSceneManager(Ogre::SceneManager *sceneMgr)
{
mSceneManagers.push_back(sceneMgr);
}
void PhysicsSystem::removeSceneManager(Ogre::SceneManager *sceneMgr)
{
std::list<Ogre::SceneManager *>::iterator iter = mSceneManagers.begin();
for(; iter != mSceneManagers.end(); ++iter)
{
if(*iter == sceneMgr)
{
mSceneManagers.erase(iter);
break;
}
}
}
void PhysicsSystem::toggleDebugRendering(Ogre::SceneManager *sceneMgr)
{
// FIXME: should check if sceneMgr is in the list

@ -35,7 +35,6 @@ namespace CSVWorld
std::map<std::string, std::map<Ogre::SceneManager *, std::string> > mRefIdToSceneNode;
std::map<std::string, std::string> mSceneNodeToMesh;
std::list<Ogre::SceneManager *> mSceneManagers; // FIXME: change to list per OEngine
std::list<CSVRender::SceneWidget *> mSceneWidgets; // FIXME: change to list per OEngine
OEngine::Physic::PhysicEngine* mEngine;
std::multimap<std::string, Ogre::SceneManager *> mTerrain;
@ -46,14 +45,20 @@ namespace CSVWorld
static PhysicsSystem *instance();
void addSceneManager(Ogre::SceneManager *sceneMgr, CSVRender::SceneWidget * scene);
void addSceneManager(Ogre::SceneManager *sceneMgr);
void removeSceneManager(Ogre::SceneManager *sceneMgr);
void addObject(const std::string &mesh,
const std::string &sceneNodeName, const std::string &referenceId, float scale,
const Ogre::Vector3 &position, const Ogre::Quaternion &rotation,
bool placeable=false);
void removeObject(const std::string &sceneNodeName);
void removeObject(const std::string &sceneNodeName, bool force = false);
void replaceObject(const std::string &mesh,
const std::string &sceneNodeName, const std::string &referenceId, float scale,
const Ogre::Vector3 &position, const Ogre::Quaternion &rotation,
bool placeable=false);
void moveObject(const std::string &sceneNodeName,
const Ogre::Vector3 &position, const Ogre::Quaternion &rotation);

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