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move entityCollisionWithEntity to PhysicalEntitySimulation
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parent
542d1ad1ff
commit
6837d042ad
3 changed files with 5 additions and 8 deletions
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@ -4679,7 +4679,7 @@ void Application::init() {
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auto entityScriptingInterface = DependencyManager::get<EntityScriptingInterface>();
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// connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts
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connect(_entitySimulation.get(), &EntitySimulation::entityCollisionWithEntity,
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connect(_entitySimulation.get(), &PhysicalEntitySimulation::entityCollisionWithEntity,
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getEntities().data(), &EntityTreeRenderer::entityCollisionWithEntity);
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// connect the _entities (EntityTreeRenderer) to our script engine's EntityScriptingInterface for firing
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@ -43,7 +43,6 @@ const int DIRTY_SIMULATION_FLAGS =
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Simulation::DIRTY_SIMULATOR_ID;
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class EntitySimulation : public QObject, public std::enable_shared_from_this<EntitySimulation> {
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Q_OBJECT
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public:
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EntitySimulation() : _mutex(QMutex::Recursive), _entityTree(NULL), _nextExpiry(quint64(-1)) { }
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virtual ~EntitySimulation() { setEntityTree(NULL); }
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@ -57,8 +56,6 @@ public:
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void updateEntities();
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// friend class EntityTree;
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virtual void addDynamic(EntityDynamicPointer dynamic);
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virtual void removeDynamic(const QUuid dynamicID);
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virtual void removeDynamics(QList<QUuid> dynamicIDsToRemove);
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@ -83,9 +80,6 @@ public:
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/// \param entity pointer to EntityItem that needs to be put on the entitiesToDelete list and removed from others.
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virtual void prepareEntityForDelete(EntityItemPointer entity);
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signals:
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void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
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protected:
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// These pure virtual methods are protected because they are not to be called will-nilly. The base class
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// calls them in the right places.
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@ -124,7 +118,6 @@ private:
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SetOfEntities _entitiesToUpdate; // entities that need to call EntityItem::update()
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};
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#endif // hifi_EntitySimulation_h
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@ -28,6 +28,7 @@ using PhysicalEntitySimulationPointer = std::shared_ptr<PhysicalEntitySimulation
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using SetOfEntityMotionStates = QSet<EntityMotionState*>;
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class PhysicalEntitySimulation : public EntitySimulation {
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Q_OBJECT
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public:
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PhysicalEntitySimulation();
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~PhysicalEntitySimulation();
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@ -39,6 +40,9 @@ public:
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virtual void takeEntitiesToDelete(VectorOfEntities& entitiesToDelete) override;
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signals:
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void entityCollisionWithEntity(const EntityItemID& idA, const EntityItemID& idB, const Collision& collision);
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protected: // only called by EntitySimulation
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// overrides for EntitySimulation
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virtual void updateEntitiesInternal(const quint64& now) override;
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