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wire up zone rendering again
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parent
98350a47ad
commit
4ce451f984
2 changed files with 16 additions and 4 deletions
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@ -463,7 +463,7 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::R
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_previousKeyLightIntensity = scene->getKeyLightIntensity();
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_previousKeyLightAmbientIntensity = scene->getKeyLightAmbientIntensity();
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_previousKeyLightDirection = scene->getKeyLightDirection();
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_previousUseEarthModel = scene->isStageEarthSunModelEnabled();
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_previousStageSunModelEnabled = scene->isStageSunModelEnabled();
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_previousStageLongitude = scene->getStageLocationLongitude();
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_previousStageLatitude = scene->getStageLocationLatitude();
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_previousStageAltitude = scene->getStageLocationAltitude();
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@ -475,7 +475,7 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::R
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scene->setKeyLightIntensity(bestZone->getKeyLightIntensity());
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scene->setKeyLightAmbientIntensity(bestZone->getKeyLightAmbientIntensity());
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scene->setKeyLightDirection(bestZone->getKeyLightDirection());
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scene->setStageEarthSunModelEnable(bestZone->getUseEarthModel());
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scene->setStageSunModelEnable(bestZone->getStageSunModelEnabled());
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scene->setStageLocation(bestZone->getStageLongitude(), bestZone->getStageLatitude(),
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bestZone->getStageAltitude());
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scene->setStageDayTime(bestZone->getStageHour());
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@ -488,7 +488,7 @@ void EntityTreeRenderer::render(RenderArgs::RenderMode renderMode, RenderArgs::R
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scene->setKeyLightIntensity(_previousKeyLightIntensity);
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scene->setKeyLightAmbientIntensity(_previousKeyLightAmbientIntensity);
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scene->setKeyLightDirection(_previousKeyLightDirection);
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scene->setStageEarthKeyLightModelEnable(_previousUseEarthModel);
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scene->setStageSunModelEnable(_previousStageSunModelEnabled);
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scene->setStageLocation(_previousStageLongitude, _previousStageLatitude,
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_previousStageAltitude);
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scene->setStageDayTime(_previousStageHour);
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@ -41,7 +41,10 @@ public:
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ReadBitstreamToTreeParams& args,
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EntityPropertyFlags& propertyFlags, bool overwriteLocalData);
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_BOX; }
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// NOTE: Apparently if you begin to return a shape type, then the physics system will prevent an avatar
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// from penetrating the walls of the entity. This fact will likely be important to Clement as he works
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// on better defining the shape/volume of a zone.
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//virtual ShapeType getShapeType() const { return SHAPE_TYPE_BOX; }
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xColor getKeyLightColor() const { xColor color = { _keyLightColor[RED_INDEX], _keyLightColor[GREEN_INDEX], _keyLightColor[BLUE_INDEX] }; return color; }
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void setKeyLightColor(const xColor& value) {
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@ -49,6 +52,15 @@ public:
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_keyLightColor[GREEN_INDEX] = value.green;
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_keyLightColor[BLUE_INDEX] = value.blue;
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}
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glm::vec3 getKeyLightColorVec3() const {
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const quint8 MAX_COLOR = 255;
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glm::vec3 color = { _keyLightColor[RED_INDEX] / MAX_COLOR,
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_keyLightColor[GREEN_INDEX] / MAX_COLOR,
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_keyLightColor[BLUE_INDEX] / MAX_COLOR };
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return color;
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}
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float getKeyLightIntensity() const { return _keyLightIntensity; }
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void setKeyLightIntensity(float value) { _keyLightIntensity = value; }
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