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Merge pull request #5967 from AndrewMeadows/collision-group-hack
allow physical objects to be set collisionless
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commit
8153ad7f44
7 changed files with 15 additions and 6 deletions
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@ -79,6 +79,7 @@ public:
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glm::mat4 localToVoxelMatrix() const;
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virtual ShapeType getShapeType() const;
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virtual bool shouldBePhysical() const { return true; }
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virtual bool isReadyToComputeShape();
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virtual void computeShapeInfo(ShapeInfo& info);
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@ -52,6 +52,7 @@ public:
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}
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_BOX; }
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virtual bool shouldBePhysical() const { return true; }
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virtual void debugDump() const;
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@ -334,7 +334,7 @@ public:
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bool getCollisionsWillMove() const { return _collisionsWillMove; }
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void setCollisionsWillMove(bool value) { _collisionsWillMove = value; }
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virtual bool shouldBePhysical() const { return !_ignoreForCollisions; }
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virtual bool shouldBePhysical() const { return false; }
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bool getLocked() const { return _locked; }
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void setLocked(bool value) { _locked = value; }
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@ -466,5 +466,5 @@ QString ModelEntityItem::getAnimationSettings() const {
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// virtual
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bool ModelEntityItem::shouldBePhysical() const {
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return EntityItem::shouldBePhysical() && getShapeType() != SHAPE_TYPE_NONE;
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return getShapeType() != SHAPE_TYPE_NONE;
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}
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@ -51,6 +51,7 @@ public:
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}
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virtual ShapeType getShapeType() const { return SHAPE_TYPE_SPHERE; }
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virtual bool shouldBePhysical() const { return true; }
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virtual bool supportsDetailedRayIntersection() const { return true; }
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virtual bool findDetailedRayIntersection(const glm::vec3& origin, const glm::vec3& direction,
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@ -596,6 +596,12 @@ QString EntityMotionState::getName() {
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// virtual
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int16_t EntityMotionState::computeCollisionGroup() {
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if (!_entity) {
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return COLLISION_GROUP_STATIC;
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}
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if (_entity->getIgnoreForCollisions()) {
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return COLLISION_GROUP_COLLISIONLESS;
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}
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switch (computeObjectMotionType()){
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case MOTION_TYPE_STATIC:
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return COLLISION_GROUP_STATIC;
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@ -37,11 +37,11 @@ enum MotionStateType {
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// The update flags trigger two varieties of updates: "hard" which require the body to be pulled
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// and re-added to the physics engine and "easy" which just updates the body properties.
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const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_MOTION_TYPE | EntityItem::DIRTY_SHAPE);
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const uint32_t HARD_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_MOTION_TYPE | EntityItem::DIRTY_SHAPE |
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EntityItem::DIRTY_COLLISION_GROUP);
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const uint32_t EASY_DIRTY_PHYSICS_FLAGS = (uint32_t)(EntityItem::DIRTY_TRANSFORM | EntityItem::DIRTY_VELOCITIES |
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EntityItem::DIRTY_MASS | EntityItem::DIRTY_COLLISION_GROUP |
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EntityItem::DIRTY_MATERIAL | EntityItem::DIRTY_SIMULATOR_ID |
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EntityItem::DIRTY_SIMULATOR_OWNERSHIP);
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EntityItem::DIRTY_MASS | EntityItem::DIRTY_MATERIAL |
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EntityItem::DIRTY_SIMULATOR_ID | EntityItem::DIRTY_SIMULATOR_OWNERSHIP);
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// These are the set of incoming flags that the PhysicsEngine needs to hear about:
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const uint32_t DIRTY_PHYSICS_FLAGS = (uint32_t)(HARD_DIRTY_PHYSICS_FLAGS | EASY_DIRTY_PHYSICS_FLAGS |
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