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remove bits from other-avatar collision mask

This commit is contained in:
Andrew Meadows 2018-08-01 11:21:54 -07:00
parent 431cbf2694
commit 0d92e2de0a

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@ -59,7 +59,11 @@ const int32_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC;
// MY_AVATAR does not collide with itself
const int32_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR);
const int32_t BULLET_COLLISION_MASK_OTHER_AVATAR = BULLET_COLLISION_MASK_DEFAULT;
// OTHER_AVATARs are dynamic, but are slammed to whatever the avatar-mixer says, which means
// their motion can't actually be affected by the local physics simulation -- we rely on the remote simulation
// to move its avatar around correctly and to communicate its motion through the avatar-mixer.
// Therefore, they only need to collide against things that can be affected by their motion: dynamic and MyAvatar
const int32_t BULLET_COLLISION_MASK_OTHER_AVATAR = BULLET_COLLISION_GROUP_DYNAMIC | BULLET_COLLISION_GROUP_MY_AVATAR;
// COLLISIONLESS gets an empty mask.
const int32_t BULLET_COLLISION_MASK_COLLISIONLESS = 0;