Committing checkpoint changes, then testing

This commit is contained in:
Zach Fox 2017-05-24 10:16:51 -07:00
parent 0ef507c037
commit f6195cdb1e

View file

@ -1092,24 +1092,29 @@ void EntityTreeRenderer::entityCollisionWithEntity(const EntityItemID& idA, cons
// trigger scripted collision sounds and events for locally owned objects
EntityItemPointer entityA = entityTree->findEntityByEntityItemID(idA);
EntityItemPointer entityB = entityTree->findEntityByEntityItemID(idB);
QUuid entityASimulatorID = entityA->getSimulatorID();
QUuid entityBSimulatorID = entityB->getSimulatorID();
if ((bool)entityA && (myNodeID == entityASimulatorID || ((bool)entityB && myNodeID == entityBSimulatorID && entityASimulatorID.isNull()))) {
playEntityCollisionSound(entityA, collision);
emit collisionWithEntity(idA, idB, collision);
if (_entitiesScriptEngine) {
_entitiesScriptEngine->callEntityScriptMethod(idA, "collisionWithEntity", idB, collision);
}
}
if ((bool)entityA && (bool)entityB) {
QUuid entityASimulatorID = entityA->getSimulatorID();
QUuid entityBSimulatorID = entityB->getSimulatorID();
bool entityAIsStatic = !entityA->getDynamic() && !entityA->isMoving();
bool entityBIsStatic = !entityB->getDynamic() && !entityB->isMoving();
if ((bool)entityB && (myNodeID == entityBSimulatorID || ((bool)entityA && myNodeID == entityASimulatorID && entityBSimulatorID.isNull()))) {
playEntityCollisionSound(entityB, collision);
// since we're swapping A and B we need to send the inverted collision
Collision invertedCollision(collision);
invertedCollision.invert();
emit collisionWithEntity(idB, idA, invertedCollision);
if (_entitiesScriptEngine) {
_entitiesScriptEngine->callEntityScriptMethod(idB, "collisionWithEntity", idA, invertedCollision);
if (myNodeID == entityASimulatorID || (myNodeID == entityBSimulatorID && entityAIsStatic)) {
playEntityCollisionSound(entityA, collision);
emit collisionWithEntity(idA, idB, collision);
if (_entitiesScriptEngine) {
_entitiesScriptEngine->callEntityScriptMethod(idA, "collisionWithEntity", idB, collision);
}
}
if (myNodeID == entityBSimulatorID || (myNodeID == entityASimulatorID && entityBIsStatic)) {
playEntityCollisionSound(entityB, collision);
// since we're swapping A and B we need to send the inverted collision
Collision invertedCollision(collision);
invertedCollision.invert();
emit collisionWithEntity(idB, idA, invertedCollision);
if (_entitiesScriptEngine) {
_entitiesScriptEngine->callEntityScriptMethod(idB, "collisionWithEntity", idA, invertedCollision);
}
}
}
}