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rename base action classes to dynamics, start on constraints

Seth Alves committed 9 years ago

Commit 74c0a701 parent b07ed1339 files · +1200 −872Browse files

Showing the changes to libraries/entities/src/EntityScriptingInterface.cpp (1 of 39 files). Show all

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libraries/entities/src/EntityScriptingInterface.cpp+6−6
@@ -24,8 +24,8 @@ · 23 unmodified lines
24#include <model-networking/MeshProxy.h>24#include <model-networking/MeshProxy.h>
25 25
26#include "EntitiesLogging.h"26#include "EntitiesLogging.h"
27#include "EntityActionFactoryInterface.h"27#include "EntityDynamicFactoryInterface.h"
28#include "EntityActionInterface.h"28#include "EntityDynamicInterface.h"
29#include "EntitySimulation.h"29#include "EntitySimulation.h"
30#include "EntityTree.h"30#include "EntityTree.h"
31#include "LightEntityItem.h"31#include "LightEntityItem.h"
@@ -1133,7 +1133,7 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString, · 1101 unmodified lines
1133 PROFILE_RANGE(script_entities, __FUNCTION__);1133 PROFILE_RANGE(script_entities, __FUNCTION__);
1134 1134
1135 QUuid actionID = QUuid::createUuid();1135 QUuid actionID = QUuid::createUuid();
1136 auto actionFactory = DependencyManager::get<EntityActionFactoryInterface>();1136 auto actionFactory = DependencyManager::get<EntityDynamicFactoryInterface>();
1137 bool success = false;1137 bool success = false;
1138 actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {1138 actionWorker(entityID, [&](EntitySimulationPointer simulation, EntityItemPointer entity) {
1139 // create this action even if the entity doesn't have physics info. it will often be the1139 // create this action even if the entity doesn't have physics info. it will often be the
@@ -1142,11 +1142,11 @@ QUuid EntityScriptingInterface::addAction(const QString& actionTypeString, · 2 unmodified lines
1142 // if (!entity->getPhysicsInfo()) {1142 // if (!entity->getPhysicsInfo()) {
1143 // return false;1143 // return false;
1144 // }1144 // }
1145 EntityActionType actionType = EntityActionInterface::actionTypeFromString(actionTypeString);1145 EntityDynamicType dynamicType = EntityDynamicInterface::dynamicTypeFromString(actionTypeString);
1146 if (actionType == ACTION_TYPE_NONE) {1146 if (dynamicType == DYNAMIC_TYPE_NONE) {
1147 return false;1147 return false;
1148 }1148 }
1149 EntityActionPointer action = actionFactory->factory(actionType, actionID, entity, arguments);1149 EntityDynamicPointer action = actionFactory->factory(dynamicType, actionID, entity, arguments);
1150 if (!action) {1150 if (!action) {
1151 return false;1151 return false;
1152 }1152 }