connect SIGNAL to SIGNAL to avoid forwarding slot

This commit is contained in:
Andrew Meadows 2014-04-04 10:43:06 -07:00
parent f6c98a1cc2
commit 5e2b8bb2c3
2 changed files with 2 additions and 13 deletions

View file

@ -1567,12 +1567,12 @@ void Application::init() {
connect(&_particleCollisionSystem,
SIGNAL(particleCollisionWithVoxel(const ParticleID&, const VoxelDetail&, const glm::vec3&)),
ScriptEngine::getParticlesScriptingInterface(),
SLOT(forwardParticleCollisionWithVoxel(const ParticleID&, const VoxelDetail&, const glm::vec3&)));
SIGNAL(particleCollisionWithVoxels(const ParticleID&, const VoxelDetail&, const glm::vec3&)));
connect(&_particleCollisionSystem,
SIGNAL(particleCollisionWithParticle(const ParticleID&, const ParticleID&, const glm::vec3&)),
ScriptEngine::getParticlesScriptingInterface(),
SLOT(forwardParticleCollisionWithParticle(const ParticleID&, const ParticleID&, const glm::vec3&)));
SIGNAL(particleCollisionWithParticle(const ParticleID&, const ParticleID&, const glm::vec3&)));
_audio.init(_glWidget);

View file

@ -27,17 +27,6 @@ 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, const glm::vec3& penetration) {
emit particleCollisionWithVoxel(particleID, voxel, penetration);
}
void forwardParticleCollisionWithParticle(const ParticleID& idA, const ParticleID& idB, const glm::vec3& penetration) {
emit particleCollisionWithParticle(idA, idB, penetration);
}
public slots:
/// adds a particle with the specific properties
ParticleID addParticle(const ParticleProperties& properties);