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hide some slots from JS
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46469612c7
commit
b08a1708f5
2 changed files with 15 additions and 12 deletions
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@ -32,6 +32,9 @@ public:
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virtual NodeType_t getServerNodeType() const = 0;
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virtual OctreeEditPacketSender* createPacketSender() = 0;
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private slots:
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void cleanupManagedObjects();
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public slots:
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/// Set the desired max packet size in bytes that should be created
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void setMaxPacketSize(int maxPacketSize) { return _packetSender->setMaxPacketSize(maxPacketSize); }
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@ -84,9 +87,6 @@ public slots:
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/// returns the total bytes queued by this object over its lifetime
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long long unsigned int getLifetimeBytesQueued() const { return _packetSender->getLifetimeBytesQueued(); }
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// TODO: hmmm... we don't want this called from JS, how to handle that?
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void cleanupManagedObjects();
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protected:
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/// attached OctreeEditPacketSender that handles queuing and sending of packets to VS
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OctreeEditPacketSender* _packetSender;
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@ -26,7 +26,19 @@ public:
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void setParticleTree(ParticleTree* particleTree) { _particleTree = particleTree; }
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ParticleTree* getParticleTree(ParticleTree*) { return _particleTree; }
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private slots:
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/// inbound slots for external collision systems
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void forwardParticleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel) {
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qDebug() << "forwardParticleCollisionWithVoxel()";
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emit particleCollisionWithVoxel(particleID, voxel);
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}
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void forwardParticleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB) {
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qDebug() << "forwardParticleCollisionWithParticle()";
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emit particleCollisionWithParticle(idA, idB);
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}
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public slots:
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/// adds a particle with the specific properties
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ParticleID addParticle(const ParticleProperties& properties);
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@ -54,15 +66,6 @@ public slots:
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/// this function will not find any particles in script engine contexts which don't have access to particles
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QVector<ParticleID> findParticles(const glm::vec3& center, float radius) const;
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/// inbound slots for external collision systems
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void forwardParticleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel) {
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emit particleCollisionWithVoxel(particleID, voxel);
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}
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void forwardParticleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB) {
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emit particleCollisionWithParticle(idA, idB);
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}
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signals:
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void particleCollisionWithVoxel(const ParticleID& particleID, const VoxelDetail& voxel);
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void particleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB);
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