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Use weak_ptr for Actor and Projectile simulations (#6515)
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@ -118,7 +118,10 @@ namespace
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const btCollisionWorld* mCollisionWorld;
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const btCollisionWorld* mCollisionWorld;
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void operator()(MWPhysics::ActorSimulation& sim) const
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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{
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auto& [actor, frameData] = sim;
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auto& [actorPtr, frameData] = sim;
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const auto actor = actorPtr.lock();
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if (actor == nullptr)
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return;
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actor->applyOffsetChange();
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actor->applyOffsetChange();
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frameData.mPosition = actor->getPosition();
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frameData.mPosition = actor->getPosition();
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if (frameData.mWaterCollision && frameData.mPosition.z() < frameData.mWaterlevel && actor->canMoveToWaterSurface(frameData.mWaterlevel, mCollisionWorld))
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if (frameData.mWaterCollision && frameData.mPosition.z() < frameData.mWaterlevel && actor->canMoveToWaterSurface(frameData.mWaterlevel, mCollisionWorld))
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@ -157,7 +160,10 @@ namespace
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btCollisionWorld* mCollisionWorld;
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btCollisionWorld* mCollisionWorld;
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void operator()(MWPhysics::ActorSimulation& sim) const
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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{
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auto& [actor, frameData] = sim;
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auto& [actorPtr, frameData] = sim;
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const auto actor = actorPtr.lock();
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if (actor == nullptr)
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return;
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if (actor->setPosition(frameData.mPosition))
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if (actor->setPosition(frameData.mPosition))
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{
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{
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frameData.mPosition = actor->getPosition(); // account for potential position change made by script
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frameData.mPosition = actor->getPosition(); // account for potential position change made by script
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@ -167,7 +173,10 @@ namespace
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}
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}
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void operator()(MWPhysics::ProjectileSimulation& sim) const
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void operator()(MWPhysics::ProjectileSimulation& sim) const
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{
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{
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auto& [proj, frameData] = sim;
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auto& [projPtr, frameData] = sim;
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const auto proj = projPtr.lock();
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if (proj == nullptr)
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return;
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proj->setPosition(frameData.mPosition);
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proj->setPosition(frameData.mPosition);
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proj->updateCollisionObjectPosition();
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proj->updateCollisionObjectPosition();
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mCollisionWorld->updateSingleAabb(proj->getCollisionObject());
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mCollisionWorld->updateSingleAabb(proj->getCollisionObject());
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@ -197,7 +206,10 @@ namespace
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const MWPhysics::PhysicsTaskScheduler* scheduler;
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const MWPhysics::PhysicsTaskScheduler* scheduler;
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void operator()(MWPhysics::ActorSimulation& sim) const
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void operator()(MWPhysics::ActorSimulation& sim) const
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{
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{
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auto& [actor, frameData] = sim;
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auto& [actorPtr, frameData] = sim;
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const auto actor = actorPtr.lock();
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if (actor == nullptr)
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return;
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auto ptr = actor->getPtr();
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auto ptr = actor->getPtr();
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr);
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@ -229,7 +241,10 @@ namespace
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}
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}
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void operator()(MWPhysics::ProjectileSimulation& sim) const
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void operator()(MWPhysics::ProjectileSimulation& sim) const
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{
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{
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auto& [proj, frameData] = sim;
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auto& [projPtr, frameData] = sim;
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const auto proj = projPtr.lock();
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if (proj == nullptr)
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return;
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proj->setSimulationPosition(::interpolateMovements(*proj, mTimeAccum, mPhysicsDt));
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proj->setSimulationPosition(::interpolateMovements(*proj, mTimeAccum, mPhysicsDt));
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}
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}
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};
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};
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@ -117,8 +117,8 @@ namespace MWPhysics
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osg::Vec3f mStormDirection;
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osg::Vec3f mStormDirection;
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};
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};
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using ActorSimulation = std::pair<std::shared_ptr<Actor>, ActorFrameData>;
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using ActorSimulation = std::pair<std::weak_ptr<Actor>, ActorFrameData>;
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using ProjectileSimulation = std::pair<std::shared_ptr<Projectile>, ProjectileFrameData>;
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using ProjectileSimulation = std::pair<std::weak_ptr<Projectile>, ProjectileFrameData>;
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using Simulation = std::variant<ActorSimulation, ProjectileSimulation>;
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using Simulation = std::variant<ActorSimulation, ProjectileSimulation>;
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class PhysicsSystem : public RayCastingInterface
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class PhysicsSystem : public RayCastingInterface
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