Made some tweaks so I'm happy with it.

* Removed #defines
 * Fall back to using visible distance if ghost distance is not used
 * Removed ghost distance from level files as it will default
 * Renamed mConnectionVisibleDistance for consistency
This commit is contained in:
Daniel Buckmaster 2014-12-07 19:11:10 +11:00
parent 578c4e8f4f
commit a928d142f7
15 changed files with 21 additions and 100 deletions

View file

@ -112,9 +112,7 @@ SceneManager::SceneManager( bool isClient )
mDisplayTargetResolution( 0, 0 ),
mDefaultRenderPass( NULL ),
mVisibleDistance( 500.f ),
#ifdef GHOSTSCOPING
mVisibleGhostDistance(GHOSTSCOPING_DEFAULT_DISTANCE_IF_NOT_IN_MISSION),
#endif
mVisibleGhostDistance( 0 ),
mNearClip( 0.1f ),
mAmbientLightColor( ColorF( 0.1f, 0.1f, 0.1f, 1.0f ) ),
mZoneManager( NULL )

View file

@ -59,8 +59,6 @@
#include "core/util/tSignal.h"
#endif
#include "torqueConfig.h"
class LightManager;
class SceneRootZone;
@ -143,9 +141,7 @@ class SceneManager
F32 mVisibleDistance;
#ifdef GHOSTSCOPING
F32 mVisibleGhostDistance;
#endif
F32 mNearClip;
FogData mFogData;
@ -322,10 +318,9 @@ class SceneManager
/// Returns the default visible distance for the scene.
F32 getVisibleDistance() { return mVisibleDistance; }
#ifdef GHOSTSCOPING
void setVisibleGhostDistance( F32 dist ) { mVisibleGhostDistance = dist; }
F32 getVisibleGhostDistance() { return mVisibleGhostDistance;}
#endif
/// Used by LevelInfo to set the default near clip plane
/// for rendering the scene.
///

View file

@ -42,10 +42,7 @@
#include "math/mathIO.h"
#include "math/mTransform.h"
#include "T3D/gameBase/gameProcess.h"
#ifdef GHOSTSCOPING
#include "T3D/gameBase/gameConnection.h"
#endif
IMPLEMENT_CONOBJECT(SceneObject);
@ -668,15 +665,11 @@ static void scopeCallback( SceneObject* obj, void* conPtr )
void SceneObject::onCameraScopeQuery( NetConnection* connection, CameraScopeQuery* query )
{
#ifdef GHOSTSCOPING
SceneManager* scenemanager = getSceneManager();
SceneManager* sceneManager = getSceneManager();
GameConnection* conn = dynamic_cast<GameConnection*> (connection);
if (conn && conn->getVisibleGhostDistance() == 0.0f)
query->visibleDistance = scenemanager->getVisibleGhostDistance();
else
query->visibleDistance = conn->getVisibleGhostDistance();
#endif
if (conn && (query->visibleDistance = conn->getVisibleGhostDistance()) == 0.0f)
if ((query->visibleDistance = sceneManager->getVisibleGhostDistance()) == 0.0f)
query->visibleDistance = sceneManager->getVisibleDistance();
// Object itself is in scope.