hide some slots from JS

This commit is contained in:
ZappoMan 2014-02-26 00:18:15 -08:00
parent 46469612c7
commit b08a1708f5
2 changed files with 15 additions and 12 deletions

View file

@ -32,6 +32,9 @@ public:
virtual NodeType_t getServerNodeType() const = 0;
virtual OctreeEditPacketSender* createPacketSender() = 0;
private slots:
void cleanupManagedObjects();
public slots:
/// Set the desired max packet size in bytes that should be created
void setMaxPacketSize(int maxPacketSize) { return _packetSender->setMaxPacketSize(maxPacketSize); }
@ -84,9 +87,6 @@ public slots:
/// returns the total bytes queued by this object over its lifetime
long long unsigned int getLifetimeBytesQueued() const { return _packetSender->getLifetimeBytesQueued(); }
// TODO: hmmm... we don't want this called from JS, how to handle that?
void cleanupManagedObjects();
protected:
/// attached OctreeEditPacketSender that handles queuing and sending of packets to VS
OctreeEditPacketSender* _packetSender;

View file

@ -26,7 +26,19 @@ public:
void setParticleTree(ParticleTree* particleTree) { _particleTree = particleTree; }
ParticleTree* getParticleTree(ParticleTree*) { return _particleTree; }
private slots:
/// inbound slots for external collision systems
void forwardParticleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel) {
qDebug() << "forwardParticleCollisionWithVoxel()";
emit particleCollisionWithVoxel(particleID, voxel);
}
void forwardParticleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB) {
qDebug() << "forwardParticleCollisionWithParticle()";
emit particleCollisionWithParticle(idA, idB);
}
public slots:
/// adds a particle with the specific properties
ParticleID addParticle(const ParticleProperties& properties);
@ -54,15 +66,6 @@ public slots:
/// this function will not find any particles in script engine contexts which don't have access to particles
QVector<ParticleID> findParticles(const glm::vec3& center, float radius) const;
/// inbound slots for external collision systems
void forwardParticleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel) {
emit particleCollisionWithVoxel(particleID, voxel);
}
void forwardParticleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB) {
emit particleCollisionWithParticle(idA, idB);
}
signals:
void particleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel);
void particleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB);