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Ignore:
Timestamp:
Dec 3, 2008, 1:17:12 AM (16 years ago)
Author:
rgrieder
Message:

Added body queue to Scene: Physical objects now request to be added to the physical world.

File:
1 edited

Legend:

Unmodified
Added
Removed
  • code/branches/physics/src/orxonox/objects/Scene.cc

    r2306 r2313  
    125125
    126126        XMLPortObjectExtended(Scene, BaseObject, "", addObject, getObject, xmlelement, mode, true, false);
    127 
    128         // finally add all rigid bodies to the physics engine
    129         if (hasPhysics())
    130         {
    131             for (std::list<BaseObject*>::const_iterator it = this->objects_.begin(); it != this->objects_.end(); ++it)
    132             {
    133                 WorldEntity* temp = dynamic_cast<WorldEntity*>(*it);
    134                 if (temp)
    135                 {
    136                     if (temp->getCollisionType() != WorldEntity::None)
    137                         this->physicalWorld_->addRigidBody(temp->getPhysicalBody());
    138                 }
    139             }
    140         }
    141127    }
    142128
     
    172158    void Scene::tick(float dt)
    173159    {
    174         // TODO: This is not stable! If physics cannot be calculated real time anymore,
    175         //       framerate will drop exponentially.
    176160        if (physicalWorld_)
     161        {
     162            if (this->physicsQueue_.size() > 0)
     163            {
     164                // Add all scheduled WorldEntities
     165                for (std::set<btRigidBody*>::const_iterator it = this->physicsQueue_.begin();
     166                    it != this->physicsQueue_.end(); ++it)
     167                {
     168                    if (!(*it)->isInWorld())
     169                        this->physicalWorld_->addRigidBody(*it);
     170                }
     171                this->physicsQueue_.clear();
     172            }
     173
     174            // TODO: This is not stable! If physics cannot be calculated real time anymore,
     175            //       framerate will drop exponentially.
    177176            physicalWorld_->stepSimulation(dt,(int)(dt/0.0166666f + 1.0f));
     177        }
    178178    }
    179179
     
    224224        return 0;
    225225    }
     226
     227    void Scene::addRigidBody(btRigidBody* body)
     228    {
     229        if (!this->physicalWorld_)
     230            COUT(1) << "Error: Cannot WorldEntity body to physical Scene: No physics." << std::endl;
     231        else if (body)
     232            this->physicsQueue_.insert(body);
     233    }
     234
     235    void Scene::removeRigidBody(btRigidBody* body)
     236    {
     237        if (!this->physicalWorld_)
     238            COUT(1) << "Error: Cannot WorldEntity body to physical Scene: No physics." << std::endl;
     239        else if (body)
     240        {
     241            this->physicalWorld_->removeRigidBody(body);
     242            // Also check queue
     243            std::set<btRigidBody*>::iterator it = this->physicsQueue_.find(body);
     244            if (it != this->physicsQueue_.end())
     245                this->physicsQueue_.erase(it);
     246        }
     247    }
    226248}
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