remane emitEntityCollision... to entityCollision...

This commit is contained in:
Andrew Meadows 2015-01-21 14:07:23 -08:00
parent 6840daa0b5
commit 1c38b08e8f
4 changed files with 6 additions and 6 deletions

View file

@ -1693,11 +1693,11 @@ void Application::init() {
tree->setSimulation(&_physicsEngine);
_physicsEngine.init(&_entityEditSender);
connect(&_physicsEngine, &EntitySimulation::emitEntityCollisionWithEntity,
connect(&_physicsEngine, &EntitySimulation::entityCollisionWithEntity,
ScriptEngine::getEntityScriptingInterface(), &EntityScriptingInterface::entityCollisionWithEntity);
// connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts
connect(&_physicsEngine, &EntitySimulation::emitEntityCollisionWithEntity,
connect(&_physicsEngine, &EntitySimulation::entityCollisionWithEntity,
&_entities, &EntityTreeRenderer::entityCollisionWithEntity);
// connect the _entities (EntityTreeRenderer) to our script engine's EntityScriptingInterface for firing

View file

@ -188,7 +188,7 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
EntityItemID idA = entityA->getEntityItemID();
EntityItemID idB = entityB->getEntityItemID();
emitEntityCollisionWithEntity(idA, idB, collision);
emit entityCollisionWithEntity(idA, idB, collision);
}
}
}

View file

@ -64,7 +64,7 @@ public:
EntityTree* getEntityTree() { return _entityTree; }
signals:
void emitEntityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
protected:

View file

@ -281,11 +281,11 @@ void PhysicsEngine::computeCollisionEvents() {
if (B && B->getType() == MOTION_STATE_TYPE_ENTITY) {
idB = static_cast<EntityMotionState*>(B)->getEntity()->getEntityItemID();
}
emitEntityCollisionWithEntity(idA, idB, contactItr->second);
emit entityCollisionWithEntity(idA, idB, contactItr->second);
} else if (B && B->getType() == MOTION_STATE_TYPE_ENTITY) {
EntityItemID idA;
EntityItemID idB = static_cast<EntityMotionState*>(B)->getEntity()->getEntityItemID();
emitEntityCollisionWithEntity(idA, idB, contactItr->second);
emit entityCollisionWithEntity(idA, idB, contactItr->second);
}
// TODO: enable scripts to filter based on contact event type