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merge andrew/thermonuclear into andrew/inertia

Andrew Meadows committed 11 years ago

Commit 5acaaa92 parents 1c569dc d84f57f61 files · +1762 −574Browse files

Showing the changes to interface/src/Application.cpp (1 of 61 files). Show all

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interface/src/Application.cpp+23−7
@@ -445,6 +445,7 @@ void Application::aboutToQuit() { · 444 unmodified lines
445}445}
446 446
447Application::~Application() {447Application::~Application() {
448 _entities.getTree()->setSimulation(NULL);
448 qInstallMessageHandler(NULL);449 qInstallMessageHandler(NULL);
449 450
450 saveSettings();451 saveSettings();
@@ -1972,7 +1973,9 @@ void Application::init() { · 1521 unmodified lines
1972 _entities.init();1973 _entities.init();
1973 _entities.setViewFrustum(getViewFrustum());1974 _entities.setViewFrustum(getViewFrustum());
1974 1975
1975 _entityCollisionSystem.init(&_entityEditSender, _entities.getTree(), _voxels.getTree(), &_audio, &_avatarManager);1976 EntityTree* entityTree = _entities.getTree();
1977 _entityCollisionSystem.init(&_entityEditSender, entityTree, _voxels.getTree(), &_audio, &_avatarManager);
1978 entityTree->setSimulation(&_entityCollisionSystem);
1976 1979
1977 // connect the _entityCollisionSystem to our script engine's EntityScriptingInterface1980 // connect the _entityCollisionSystem to our script engine's EntityScriptingInterface
1978 connect(&_entityCollisionSystem, &EntityCollisionSystem::entityCollisionWithVoxel,1981 connect(&_entityCollisionSystem, &EntityCollisionSystem::entityCollisionWithVoxel,
@@ -2335,11 +2338,12 @@ void Application::update(float deltaTime) { · 356 unmodified lines
2335 2338
2336 if (!_aboutToQuit) {2339 if (!_aboutToQuit) {
2337 PerformanceTimer perfTimer("entities");2340 PerformanceTimer perfTimer("entities");
2341 // NOTE: the _entities.update() call below will wait for lock
2342 // and will simulate entity motion (the EntityTree has been given an EntitySimulation).
2338 _entities.update(); // update the models...2343 _entities.update(); // update the models...
2339 {2344 // The _entityCollisionSystem.updateCollisions() call below merely tries for lock,
2340 PerformanceTimer perfTimer("collisions");2345 // and on failure it skips collision detection.
2341 _entityCollisionSystem.update(); // collide the entities...2346 _entityCollisionSystem.updateCollisions(); // collide the entities...
2342 }
2343 }2347 }
2344 2348
2345 {2349 {
@@ -2852,7 +2856,12 @@ void Application::updateShadowMap() { · 506 unmodified lines
2852 // render JS/scriptable overlays2856 // render JS/scriptable overlays
2853 {2857 {
2854 PerformanceTimer perfTimer("3dOverlays");2858 PerformanceTimer perfTimer("3dOverlays");
2855 _overlays.render3D(RenderArgs::SHADOW_RENDER_MODE);2859 _overlays.render3D(false, RenderArgs::SHADOW_RENDER_MODE);
2860 }
2861
2862 {
2863 PerformanceTimer perfTimer("3dOverlaysFront");
2864 _overlays.render3D(true, RenderArgs::SHADOW_RENDER_MODE);
2856 }2865 }
2857 2866
2858 glDisable(GL_POLYGON_OFFSET_FILL);2867 glDisable(GL_POLYGON_OFFSET_FILL);
@@ -3067,7 +3076,7 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr · 208 unmodified lines
3067 // render JS/scriptable overlays3076 // render JS/scriptable overlays
3068 {3077 {
3069 PerformanceTimer perfTimer("3dOverlays");3078 PerformanceTimer perfTimer("3dOverlays");
3070 _overlays.render3D();3079 _overlays.render3D(false);
3071 }3080 }
3072 3081
3073 // render the ambient occlusion effect if enabled3082 // render the ambient occlusion effect if enabled
@@ -3151,6 +3160,13 @@ void Application::displaySide(Camera& whichCamera, bool selfAvatarOnly, RenderAr · 77 unmodified lines
3151 if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {3160 if (Menu::getInstance()->isOptionChecked(MenuOption::Wireframe)) {
3152 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);3161 glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
3153 }3162 }
3163
3164 // Render 3D overlays that should be drawn in front
3165 {
3166 PerformanceTimer perfTimer("3dOverlaysFront");
3167 glClear(GL_DEPTH_BUFFER_BIT);
3168 _overlays.render3D(true);
3169 }
3154}3170}
3155 3171
3156void Application::updateUntranslatedViewMatrix(const glm::vec3& viewMatrixTranslation) {3172void Application::updateUntranslatedViewMatrix(const glm::vec3& viewMatrixTranslation) {

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