- cleanup state detaching in WoI
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10410 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -260,12 +260,10 @@ public class WorldOfInception extends SimpleApplication implements AnalogListene
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return;
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} else if (currentActiveChild != null && currentActiveChild.getPositionInParent().equals(vector3f)) {
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//TODO: doing this here causes problems when close to multiple pois
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logger.log(Level.INFO, "Detach child {0}", currentActiveChild);
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rootNode.getChild(i).setCullHint(Spatial.CullHint.Inherit);
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stateManager.detach(currentActiveChild);
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currentActiveChild = null;
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}
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}
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checkActiveChild(null);
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curScaleAmount = 0;
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rootNode.setLocalScale(1);
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rootNode.setLocalTranslation(playerPos.negate());
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@ -276,6 +274,14 @@ public class WorldOfInception extends SimpleApplication implements AnalogListene
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private void checkActiveChild(Vector3f vector3f) {
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AppStateManager stateManager = application.getStateManager();
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if(vector3f == null){
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if(currentActiveChild != null){
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logger.log(Level.INFO, "Detach child {0}", currentActiveChild);
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stateManager.detach(currentActiveChild);
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currentActiveChild = null;
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}
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return;
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}
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if (currentActiveChild == null) {
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currentActiveChild = new InceptionLevel(this, vector3f);
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stateManager.attach(currentActiveChild);
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