wire up zone rendering again

This commit is contained in:
ZappoMan 2015-04-21 14:55:45 -07:00
parent 98350a47ad
commit 4ce451f984
2 changed files with 16 additions and 4 deletions

View file

@ -463,7 +463,7 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::R
_previousKeyLightIntensity = scene->getKeyLightIntensity();
_previousKeyLightAmbientIntensity = scene->getKeyLightAmbientIntensity();
_previousKeyLightDirection = scene->getKeyLightDirection();
_previousUseEarthModel = scene->isStageEarthSunModelEnabled();
_previousStageSunModelEnabled = scene->isStageSunModelEnabled();
_previousStageLongitude = scene->getStageLocationLongitude();
_previousStageLatitude = scene->getStageLocationLatitude();
_previousStageAltitude = scene->getStageLocationAltitude();
@ -475,7 +475,7 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::R
scene->setKeyLightIntensity(bestZone->getKeyLightIntensity());
scene->setKeyLightAmbientIntensity(bestZone->getKeyLightAmbientIntensity());
scene->setKeyLightDirection(bestZone->getKeyLightDirection());
scene->setStageEarthSunModelEnable(bestZone->getUseEarthModel());
scene->setStageSunModelEnable(bestZone->getStageSunModelEnabled());
scene->setStageLocation(bestZone->getStageLongitude(), bestZone->getStageLatitude(),
bestZone->getStageAltitude());
scene->setStageDayTime(bestZone->getStageHour());
@ -488,7 +488,7 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::R
scene->setKeyLightIntensity(_previousKeyLightIntensity);
scene->setKeyLightAmbientIntensity(_previousKeyLightAmbientIntensity);
scene->setKeyLightDirection(_previousKeyLightDirection);
scene->setStageEarthKeyLightModelEnable(_previousUseEarthModel);
scene->setStageSunModelEnable(_previousStageSunModelEnabled);
scene->setStageLocation(_previousStageLongitude, _previousStageLatitude,
_previousStageAltitude);
scene->setStageDayTime(_previousStageHour);

View file

@ -41,7 +41,10 @@ public:
ReadBitstreamToTreeParams& args,
EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
virtual ShapeType getShapeType() const { return SHAPE_TYPE_BOX; }
// NOTE: Apparently if you begin to return a shape type, then the physics system will prevent an avatar
// from penetrating the walls of the entity. This fact will likely be important to Clement as he works
// on better defining the shape/volume of a zone.
//virtual ShapeType getShapeType() const { return SHAPE_TYPE_BOX; }
xColor getKeyLightColor() const { xColor color = { _keyLightColor[RED_INDEX], _keyLightColor[GREEN_INDEX], _keyLightColor[BLUE_INDEX] }; return color; }
void setKeyLightColor(const xColor& value) {
@ -49,6 +52,15 @@ public:
_keyLightColor[GREEN_INDEX] = value.green;
_keyLightColor[BLUE_INDEX] = value.blue;
}
glm::vec3 getKeyLightColorVec3() const {
const quint8 MAX_COLOR = 255;
glm::vec3 color = { _keyLightColor[RED_INDEX] / MAX_COLOR,
_keyLightColor[GREEN_INDEX] / MAX_COLOR,
_keyLightColor[BLUE_INDEX] / MAX_COLOR };
return color;
}
float getKeyLightIntensity() const { return _keyLightIntensity; }
void setKeyLightIntensity(float value) { _keyLightIntensity = value; }