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Update comments, and don't continue through collisions after finding one for our avatar.
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1 changed files with 6 additions and 8 deletions
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@ -286,10 +286,10 @@ void AvatarManager::handleOutgoingChanges(const VectorOfMotionStates& motionStat
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void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents) {
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for (Collision collision : collisionEvents) {
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// TODO: Current physics uses null idA or idB for non-entities. The plan is to handle MOTIONSTATE_TYPE_AVATAR,
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// and then MOTIONSTATE_TYPE_MYAVATAR. As it is, this code only covers the case of my avatar (in which case one
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// if the ids will be null), and the behavior for other avatars is not specified. This has to be fleshed
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// out as soon as we use the new motionstates.
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// TODO: The plan is to handle MOTIONSTATE_TYPE_AVATAR, and then MOTIONSTATE_TYPE_MYAVATAR. As it is, other
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// people's avatars will have an id that doesn't match any entities, and one's own avatar will have
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// an id of null. Thus this code handles any collision in which one of the participating objects is
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// my avatar. (Other user machines will make a similar analysis and inject sound for their collisions.)
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if (collision.idA.isNull() || collision.idB.isNull()) {
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MyAvatar* myAvatar = getMyAvatar();
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const QString& collisionSoundURL = myAvatar->getCollisionSoundURL();
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@ -299,9 +299,7 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents
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const bool isSound = (collision.type == CONTACT_EVENT_TYPE_START) && (velocityChange > MIN_AVATAR_COLLISION_ACCELERATION);
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if (!isSound) {
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// TODO: When the new motion states are used, we'll probably break from the whole loop as soon as we hit our own avatar
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// (regardless of isSound), because other users should inject for their own avatars.
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continue;
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return; // No sense iterating for others. We only have one avatar.
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}
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// Your avatar sound is personal to you, so let's say the "mass" part of the kinetic energy is already accounted for.
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const float energy = velocityChange * velocityChange;
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@ -314,7 +312,7 @@ void AvatarManager::handleCollisionEvents(const CollisionEvents& collisionEvents
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AudioInjector::playSound(collisionSoundURL, energyFactorOfFull, AVATAR_STRETCH_FACTOR, myAvatar->getPosition());
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myAvatar->collisionWithEntity(collision);
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}
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return; }
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}
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}
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}
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