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Merge branch 'master' of https://github.com/highfidelity/hifi into pull_out_menu_mess

Atlante45 committed 11 years ago

Commit 71b565c2 parents 11ea3e4 4c10f6f46 files · +1273 −1125Browse files

Showing the changes to interface/src/Application.cpp (1 of 46 files). Show all

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interface/src/Application.cpp+6−15
@@ -208,7 +208,6 @@ Application::Application(int& argc, char** argv, QElapsedTimer &startup_time) : · 207 unmodified lines
208 _justStarted(true),208 _justStarted(true),
209 _physicsEngine(glm::vec3(0.0f)),209 _physicsEngine(glm::vec3(0.0f)),
210 _entities(true, this, this),210 _entities(true, this, this),
211 _entityCollisionSystem(),
212 _entityClipboardRenderer(false, this, this),211 _entityClipboardRenderer(false, this, this),
213 _entityClipboard(),212 _entityClipboard(),
214 _viewFrustum(),213 _viewFrustum(),
@@ -1688,17 +1687,16 @@ void Application::init() { · 1473 unmodified lines
1688 _entities.init();1687 _entities.init();
1689 _entities.setViewFrustum(getViewFrustum());1688 _entities.setViewFrustum(getViewFrustum());
1690 1689
1691 EntityTree* entityTree = _entities.getTree();1690 EntityTree* tree = _entities.getTree();
1692 1691 _physicsEngine.setEntityTree(tree);
1693 _entityCollisionSystem.init(&_entityEditSender, entityTree, &_avatarManager);1692 tree->setSimulation(&_physicsEngine);
1694 1693 _physicsEngine.init(&_entityEditSender);
1695 entityTree->setSimulation(&_entityCollisionSystem);
1696 1694
1697 connect(&_entityCollisionSystem, &EntityCollisionSystem::entityCollisionWithEntity,1695 connect(&_physicsEngine, &EntitySimulation::entityCollisionWithEntity,
1698 ScriptEngine::getEntityScriptingInterface(), &EntityScriptingInterface::entityCollisionWithEntity);1696 ScriptEngine::getEntityScriptingInterface(), &EntityScriptingInterface::entityCollisionWithEntity);
1699 1697
1700 // connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts1698 // connect the _entityCollisionSystem to our EntityTreeRenderer since that's what handles running entity scripts
1701 connect(&_entityCollisionSystem, &EntityCollisionSystem::entityCollisionWithEntity,1699 connect(&_physicsEngine, &EntitySimulation::entityCollisionWithEntity,
1702 &_entities, &EntityTreeRenderer::entityCollisionWithEntity);1700 &_entities, &EntityTreeRenderer::entityCollisionWithEntity);
1703 1701
1704 // connect the _entities (EntityTreeRenderer) to our script engine's EntityScriptingInterface for firing1702 // connect the _entities (EntityTreeRenderer) to our script engine's EntityScriptingInterface for firing
@@ -1719,10 +1717,6 @@ void Application::init() { · 14 unmodified lines
1719 connect(_rearMirrorTools, SIGNAL(shrinkView()), SLOT(shrinkMirrorView()));1717 connect(_rearMirrorTools, SIGNAL(shrinkView()), SLOT(shrinkMirrorView()));
1720 connect(_rearMirrorTools, SIGNAL(resetView()), SLOT(resetSensors()));1718 connect(_rearMirrorTools, SIGNAL(resetView()), SLOT(resetSensors()));
1721 1719
1722 EntityTree* tree = _entities.getTree();
1723 _physicsEngine.setEntityTree(tree);
1724 tree->setSimulation(&_physicsEngine);
1725 _physicsEngine.init(&_entityEditSender);
1726 // make sure our texture cache knows about window size changes1720 // make sure our texture cache knows about window size changes
1727 DependencyManager::get<TextureCache>()->associateWithWidget(glCanvas.data());1721 DependencyManager::get<TextureCache>()->associateWithWidget(glCanvas.data());
1728 1722
@@ -2044,9 +2038,6 @@ void Application::update(float deltaTime) { · 315 unmodified lines
2044 // NOTE: the _entities.update() call below will wait for lock 2038 // NOTE: the _entities.update() call below will wait for lock
2045 // and will simulate entity motion (the EntityTree has been given an EntitySimulation). 2039 // and will simulate entity motion (the EntityTree has been given an EntitySimulation).
2046 _entities.update(); // update the models...2040 _entities.update(); // update the models...
2047 // The _entityCollisionSystem.updateCollisions() call below merely tries for lock,
2048 // and on failure it skips collision detection.
2049 _entityCollisionSystem.updateCollisions(); // collide the entities...
2050 }2041 }
2051 2042
2052 {2043 {

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