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MyAvatar's ragdoll is the main simulation ragdoll
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1 changed files with 2 additions and 4 deletions
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@ -84,13 +84,13 @@ MyAvatar::MyAvatar() :
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}
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_skeletonModel.setEnableShapes(true);
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// The skeleton is both a PhysicsEntity and Ragdoll, so we add it to the simulation once for each type.
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_physicsSimulation.addEntity(&_skeletonModel);
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_physicsSimulation.setEntity(&_skeletonModel);
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_physicsSimulation.setRagdoll(&_skeletonModel);
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}
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MyAvatar::~MyAvatar() {
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_physicsSimulation.setRagdoll(NULL);
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_physicsSimulation.removeEntity(&_skeletonModel);
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_physicsSimulation.setEntity(NULL);
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_lookAtTargetAvatar.clear();
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}
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@ -1520,8 +1520,6 @@ bool findAvatarAvatarPenetration(const glm::vec3 positionA, float radiusA, float
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return false;
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}
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const float BODY_COLLISION_RESOLUTION_TIMESCALE = 0.5f; // seconds
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void MyAvatar::updateCollisionWithAvatars(float deltaTime) {
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// Reset detector for nearest avatar
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_distanceToNearestAvatar = std::numeric_limits<float>::max();
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