mirror of
https://thingvellir.net/git/overte
synced 2025-03-27 23:52:03 +01:00
Merge pull request #13109 from AndrewMeadows/upgrade-bullet-2.88
upgrade from Bullet-2.83 to Bullet-2.88
This commit is contained in:
commit
1614758dbb
22 changed files with 75 additions and 75 deletions
|
@ -66,7 +66,6 @@ ext {
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def baseFolder = new File(HIFI_ANDROID_PRECOMPILED)
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def appDir = new File(projectDir, 'app')
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def jniFolder = new File(appDir, 'src/main/jniLibs/arm64-v8a')
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//def baseUrl = 'https://hifi-public.s3.amazonaws.com/austin/android/'
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def baseUrl = ''
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def qtFile='https://hifi-public.s3.amazonaws.com/austin/android/qt-5.9.3_linux_armv8-libcpp_openssl.tgz'
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@ -89,9 +88,9 @@ def packages = [
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checksum: qtChecksum,
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],
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bullet: [
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file: 'https://hifi-public.s3.amazonaws.com/austin/android/bullet-2.83_armv8-libcpp.tgz',
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versionId: 'ljb7v.1IjVRqyopUKVDbVnLA4z88J8Eo',
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checksum: '2c558d604fce337f5eba3eb7ec1252fd',
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file: 'https://hifi-public.s3.amazonaws.com/dependencies/android/bullet-2.88_armv8-libcpp.tgz',
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versionId: 'S8YaoED0Cl8sSb8fSV7Q2G1lQJSNDxqg',
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checksum: '81642779ccb110f8c7338e8739ac38a0',
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],
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draco: [
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file: 'https://hifi-public.s3.amazonaws.com/austin/android/draco_armv8-libcpp.tgz',
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8
cmake/externals/bullet/CMakeLists.txt
vendored
8
cmake/externals/bullet/CMakeLists.txt
vendored
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@ -17,8 +17,8 @@ include(ExternalProject)
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if (WIN32)
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ExternalProject_Add(
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${EXTERNAL_NAME}
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URL http://hifi-public.s3.amazonaws.com/dependencies/bullet-2.83-ccd-and-cmake-fixes.tgz
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URL_MD5 03051bf112dcc78ddd296f9cab38fd68
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URL http://hifi-public.s3.amazonaws.com/dependencies/bullet-2.88.tgz
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URL_MD5 0a6876607ebe83e227427215f15946fd
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CMAKE_ARGS ${PLATFORM_CMAKE_ARGS} -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR> -DBUILD_EXTRAS=0 -DINSTALL_LIBS=1 -DBUILD_BULLET3=0 -DBUILD_OPENGL3_DEMOS=0 -DBUILD_BULLET2_DEMOS=0 -DBUILD_UNIT_TESTS=0 -DUSE_GLUT=0 -DUSE_DX11=0
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LOG_DOWNLOAD 1
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LOG_CONFIGURE 1
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@ -28,8 +28,8 @@ if (WIN32)
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else ()
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ExternalProject_Add(
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${EXTERNAL_NAME}
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URL http://hifi-public.s3.amazonaws.com/dependencies/bullet-2.83-ccd-and-cmake-fixes.tgz
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URL_MD5 03051bf112dcc78ddd296f9cab38fd68
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URL http://hifi-public.s3.amazonaws.com/dependencies/bullet-2.88.tgz
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URL_MD5 0a6876607ebe83e227427215f15946fd
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CMAKE_ARGS ${PLATFORM_CMAKE_ARGS} -DCMAKE_BUILD_TYPE=RelWithDebInfo -DCMAKE_INSTALL_PREFIX:PATH=<INSTALL_DIR> -DBUILD_EXTRAS=0 -DINSTALL_LIBS=1 -DBUILD_BULLET3=0 -DBUILD_OPENGL3_DEMOS=0 -DBUILD_BULLET2_DEMOS=0 -DBUILD_UNIT_TESTS=0 -DUSE_GLUT=0
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LOG_DOWNLOAD 1
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LOG_CONFIGURE 1
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|
|
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@ -160,7 +160,7 @@ QUuid AvatarMotionState::getSimulatorID() const {
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}
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// virtual
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void AvatarMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const {
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void AvatarMotionState::computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const {
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group = BULLET_COLLISION_GROUP_OTHER_AVATAR;
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mask = Physics::getDefaultCollisionMask(group);
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}
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|
|
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@ -65,7 +65,7 @@ public:
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void addDirtyFlags(uint32_t flags) { _dirtyFlags |= flags; }
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virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override;
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virtual void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const override;
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virtual float getMass() const override;
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|
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@ -1402,7 +1402,7 @@ private:
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SharedSoundPointer _collisionSound;
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MyCharacterController _characterController;
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int16_t _previousCollisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR };
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int32_t _previousCollisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR };
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AvatarWeakPointer _lookAtTargetAvatar;
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glm::vec3 _targetAvatarPosition;
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|
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@ -817,7 +817,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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READ_ENTITY_PROPERTY(PROP_VISIBLE, bool, setVisible);
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READ_ENTITY_PROPERTY(PROP_CAN_CAST_SHADOW, bool, setCanCastShadow);
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READ_ENTITY_PROPERTY(PROP_COLLISIONLESS, bool, setCollisionless);
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READ_ENTITY_PROPERTY(PROP_COLLISION_MASK, uint8_t, setCollisionMask);
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READ_ENTITY_PROPERTY(PROP_COLLISION_MASK, uint16_t, setCollisionMask);
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READ_ENTITY_PROPERTY(PROP_DYNAMIC, bool, setDynamic);
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READ_ENTITY_PROPERTY(PROP_LOCKED, bool, setLocked);
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READ_ENTITY_PROPERTY(PROP_USER_DATA, QString, setUserData);
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@ -1849,7 +1849,7 @@ void EntityItem::setCollisionless(bool value) {
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});
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}
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void EntityItem::setCollisionMask(uint8_t value) {
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void EntityItem::setCollisionMask(uint16_t value) {
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withWriteLock([&] {
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if ((_collisionMask & ENTITY_COLLISION_MASK_DEFAULT) != (value & ENTITY_COLLISION_MASK_DEFAULT)) {
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_collisionMask = (value & ENTITY_COLLISION_MASK_DEFAULT);
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@ -1914,7 +1914,7 @@ void EntityItem::setCreated(quint64 value) {
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});
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}
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void EntityItem::computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask) const {
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void EntityItem::computeCollisionGroupAndFinalMask(int32_t& group, int32_t& mask) const {
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if (_collisionless) {
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group = BULLET_COLLISION_GROUP_COLLISIONLESS;
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mask = 0;
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@ -1927,7 +1927,7 @@ void EntityItem::computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask
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group = BULLET_COLLISION_GROUP_STATIC;
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}
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uint8_t userMask = getCollisionMask();
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uint16_t userMask = getCollisionMask();
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if ((bool)(userMask & USER_COLLISION_GROUP_MY_AVATAR) !=
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(bool)(userMask & USER_COLLISION_GROUP_OTHER_AVATAR)) {
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@ -1941,7 +1941,7 @@ void EntityItem::computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask
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if ((bool)(_flags & Simulation::SPECIAL_FLAGS_NO_BOOTSTRAPPING)) {
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userMask &= ~USER_COLLISION_GROUP_MY_AVATAR;
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}
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mask = Physics::getDefaultCollisionMask(group) & (int16_t)(userMask);
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mask = Physics::getDefaultCollisionMask(group) & (int32_t)(userMask);
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}
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}
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@ -2795,8 +2795,8 @@ bool EntityItem::getCollisionless() const {
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return result;
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}
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uint8_t EntityItem::getCollisionMask() const {
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uint8_t result;
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uint16_t EntityItem::getCollisionMask() const {
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uint16_t result;
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withReadLock([&] {
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result = _collisionMask;
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});
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|
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@ -288,10 +288,10 @@ public:
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bool getCollisionless() const;
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void setCollisionless(bool value);
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uint8_t getCollisionMask() const;
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void setCollisionMask(uint8_t value);
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uint16_t getCollisionMask() const;
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void setCollisionMask(uint16_t value);
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void computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask) const;
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void computeCollisionGroupAndFinalMask(int32_t& group, int32_t& mask) const;
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bool getDynamic() const;
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void setDynamic(bool value);
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@ -580,7 +580,7 @@ protected:
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bool _visible { ENTITY_ITEM_DEFAULT_VISIBLE };
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bool _canCastShadow{ ENTITY_ITEM_DEFAULT_CAN_CAST_SHADOW };
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bool _collisionless { ENTITY_ITEM_DEFAULT_COLLISIONLESS };
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uint8_t _collisionMask { ENTITY_COLLISION_MASK_DEFAULT };
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uint16_t _collisionMask { ENTITY_COLLISION_MASK_DEFAULT };
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bool _dynamic { ENTITY_ITEM_DEFAULT_DYNAMIC };
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bool _locked { ENTITY_ITEM_DEFAULT_LOCKED };
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QString _userData { ENTITY_ITEM_DEFAULT_USER_DATA };
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@ -130,7 +130,7 @@ void buildStringToMaterialMappingModeLookup() {
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addMaterialMappingMode(PROJECTED);
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}
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QString getCollisionGroupAsString(uint8_t group) {
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QString getCollisionGroupAsString(uint16_t group) {
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switch (group) {
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case USER_COLLISION_GROUP_DYNAMIC:
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return "dynamic";
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@ -146,7 +146,7 @@ QString getCollisionGroupAsString(uint8_t group) {
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return "";
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}
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uint8_t getCollisionGroupAsBitMask(const QStringRef& name) {
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uint16_t getCollisionGroupAsBitMask(const QStringRef& name) {
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if (0 == name.compare(QString("dynamic"))) {
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return USER_COLLISION_GROUP_DYNAMIC;
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} else if (0 == name.compare(QString("static"))) {
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@ -164,7 +164,7 @@ uint8_t getCollisionGroupAsBitMask(const QStringRef& name) {
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QString EntityItemProperties::getCollisionMaskAsString() const {
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QString maskString("");
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for (int i = 0; i < NUM_USER_COLLISION_GROUPS; ++i) {
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uint8_t group = 0x01 << i;
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uint16_t group = 0x0001 << i;
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if (group & _collisionMask) {
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maskString.append(getCollisionGroupAsString(group));
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maskString.append(',');
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@ -175,7 +175,7 @@ QString EntityItemProperties::getCollisionMaskAsString() const {
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void EntityItemProperties::setCollisionMaskFromString(const QString& maskString) {
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QVector<QStringRef> groups = maskString.splitRef(',');
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uint8_t mask = 0x00;
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uint16_t mask = 0x0000;
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for (auto groupName : groups) {
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mask |= getCollisionGroupAsBitMask(groupName);
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}
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@ -1520,7 +1520,7 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object, bool
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COPY_PROPERTY_FROM_QSCRIPTVALUE(localRenderAlpha, float, setLocalRenderAlpha);
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COPY_PROPERTY_FROM_QSCRIPTVALUE(collisionless, bool, setCollisionless);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(ignoreForCollisions, bool, setCollisionless, getCollisionless); // legacy support
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COPY_PROPERTY_FROM_QSCRIPTVALUE(collisionMask, uint8_t, setCollisionMask);
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COPY_PROPERTY_FROM_QSCRIPTVALUE(collisionMask, uint16_t, setCollisionMask);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_ENUM(collidesWith, CollisionMask);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_GETTER(collisionsWillMove, bool, setDynamic, getDynamic); // legacy support
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COPY_PROPERTY_FROM_QSCRIPTVALUE(dynamic, bool, setDynamic);
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@ -2576,7 +2576,7 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_VISIBLE, bool, setVisible);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_CAN_CAST_SHADOW, bool, setCanCastShadow);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLLISIONLESS, bool, setCollisionless);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLLISION_MASK, uint8_t, setCollisionMask);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLLISION_MASK, uint16_t, setCollisionMask);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_DYNAMIC, bool, setDynamic);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_LOCKED, bool, setLocked);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_USER_DATA, QString, setUserData);
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|
|
|
@ -148,7 +148,7 @@ public:
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DEFINE_PROPERTY_REF(PROP_ANGULAR_VELOCITY, AngularVelocity, angularVelocity, glm::vec3, ENTITY_ITEM_DEFAULT_ANGULAR_VELOCITY);
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DEFINE_PROPERTY(PROP_ANGULAR_DAMPING, AngularDamping, angularDamping, float, ENTITY_ITEM_DEFAULT_ANGULAR_DAMPING);
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DEFINE_PROPERTY(PROP_COLLISIONLESS, Collisionless, collisionless, bool, ENTITY_ITEM_DEFAULT_COLLISIONLESS);
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DEFINE_PROPERTY(PROP_COLLISION_MASK, CollisionMask, collisionMask, uint8_t, ENTITY_COLLISION_MASK_DEFAULT);
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DEFINE_PROPERTY(PROP_COLLISION_MASK, CollisionMask, collisionMask, uint16_t, ENTITY_COLLISION_MASK_DEFAULT);
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DEFINE_PROPERTY(PROP_DYNAMIC, Dynamic, dynamic, bool, ENTITY_ITEM_DEFAULT_DYNAMIC);
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DEFINE_PROPERTY(PROP_IS_SPOTLIGHT, IsSpotlight, isSpotlight, bool, LightEntityItem::DEFAULT_IS_SPOTLIGHT);
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DEFINE_PROPERTY(PROP_INTENSITY, Intensity, intensity, float, LightEntityItem::DEFAULT_INTENSITY);
|
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|
|
|
@ -33,7 +33,7 @@ PacketVersion versionForPacketType(PacketType packetType) {
|
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case PacketType::EntityEdit:
|
||||
case PacketType::EntityData:
|
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case PacketType::EntityPhysics:
|
||||
return static_cast<PacketVersion>(EntityVersion::CloneableData);
|
||||
return static_cast<PacketVersion>(EntityVersion::CollisionMask16Bytes);
|
||||
case PacketType::EntityQuery:
|
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return static_cast<PacketVersion>(EntityQueryPacketVersion::ConicalFrustums);
|
||||
case PacketType::AvatarIdentity:
|
||||
|
|
|
@ -235,7 +235,8 @@ enum class EntityVersion : PacketVersion {
|
|||
MaterialEntities,
|
||||
ShadowControl,
|
||||
MaterialData,
|
||||
CloneableData
|
||||
CloneableData,
|
||||
CollisionMask16Bytes
|
||||
};
|
||||
|
||||
enum class EntityScriptCallMethodVersion : PacketVersion {
|
||||
|
|
|
@ -109,7 +109,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) {
|
|||
}
|
||||
_dynamicsWorld = nullptr;
|
||||
}
|
||||
int16_t collisionGroup = computeCollisionGroup();
|
||||
int32_t collisionGroup = computeCollisionGroup();
|
||||
if (_rigidBody) {
|
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updateMassProperties();
|
||||
}
|
||||
|
@ -325,7 +325,7 @@ void CharacterController::playerStep(btCollisionWorld* collisionWorld, btScalar
|
|||
_ghost.setWorldTransform(_rigidBody->getWorldTransform());
|
||||
}
|
||||
|
||||
void CharacterController::jump() {
|
||||
void CharacterController::jump(const btVector3& dir) {
|
||||
_pendingFlags |= PENDING_FLAG_JUMP;
|
||||
}
|
||||
|
||||
|
@ -352,7 +352,7 @@ static const char* stateToStr(CharacterController::State state) {
|
|||
#endif // #ifdef DEBUG_STATE_CHANGE
|
||||
|
||||
void CharacterController::updateCurrentGravity() {
|
||||
int16_t collisionGroup = computeCollisionGroup();
|
||||
int32_t collisionGroup = computeCollisionGroup();
|
||||
if (_state == State::Hover || collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS) {
|
||||
_currentGravity = 0.0f;
|
||||
} else {
|
||||
|
@ -433,7 +433,7 @@ void CharacterController::setCollisionless(bool collisionless) {
|
|||
}
|
||||
}
|
||||
|
||||
int16_t CharacterController::computeCollisionGroup() const {
|
||||
int32_t CharacterController::computeCollisionGroup() const {
|
||||
if (_collisionless) {
|
||||
return _collisionlessAllowed ? BULLET_COLLISION_GROUP_COLLISIONLESS : BULLET_COLLISION_GROUP_MY_AVATAR;
|
||||
} else {
|
||||
|
@ -446,7 +446,7 @@ void CharacterController::handleChangedCollisionGroup() {
|
|||
// ATM the easiest way to update collision groups is to remove/re-add the RigidBody
|
||||
if (_dynamicsWorld) {
|
||||
_dynamicsWorld->removeRigidBody(_rigidBody);
|
||||
int16_t collisionGroup = computeCollisionGroup();
|
||||
int32_t collisionGroup = computeCollisionGroup();
|
||||
_dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR);
|
||||
}
|
||||
_pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_GROUP;
|
||||
|
@ -538,7 +538,7 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel
|
|||
btScalar angle = motor.rotation.getAngle();
|
||||
btVector3 velocity = worldVelocity.rotate(axis, -angle);
|
||||
|
||||
int16_t collisionGroup = computeCollisionGroup();
|
||||
int32_t collisionGroup = computeCollisionGroup();
|
||||
if (collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS ||
|
||||
_state == State::Hover || motor.hTimescale == motor.vTimescale) {
|
||||
// modify velocity
|
||||
|
@ -679,7 +679,7 @@ void CharacterController::updateState() {
|
|||
btVector3 rayStart = _position;
|
||||
|
||||
btScalar rayLength = _radius;
|
||||
int16_t collisionGroup = computeCollisionGroup();
|
||||
int32_t collisionGroup = computeCollisionGroup();
|
||||
if (collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) {
|
||||
rayLength += _scaleFactor * DEFAULT_AVATAR_FALL_HEIGHT;
|
||||
} else {
|
||||
|
|
|
@ -70,7 +70,7 @@ public:
|
|||
virtual void preStep(btCollisionWorld *collisionWorld) override;
|
||||
virtual void playerStep(btCollisionWorld *collisionWorld, btScalar dt) override;
|
||||
virtual bool canJump() const override { assert(false); return false; } // never call this
|
||||
virtual void jump() override;
|
||||
virtual void jump(const btVector3& dir = btVector3(0.0f, 0.0f, 0.0f)) override;
|
||||
virtual bool onGround() const override;
|
||||
|
||||
void clearMotors();
|
||||
|
@ -120,7 +120,7 @@ public:
|
|||
bool isStuck() const { return _isStuck; }
|
||||
|
||||
void setCollisionless(bool collisionless);
|
||||
int16_t computeCollisionGroup() const;
|
||||
int32_t computeCollisionGroup() const;
|
||||
void handleChangedCollisionGroup();
|
||||
|
||||
bool getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation);
|
||||
|
|
|
@ -29,13 +29,13 @@ CharacterGhostObject::~CharacterGhostObject() {
|
|||
}
|
||||
}
|
||||
|
||||
void CharacterGhostObject::setCollisionGroupAndMask(int16_t group, int16_t mask) {
|
||||
void CharacterGhostObject::setCollisionGroupAndMask(int32_t group, int32_t mask) {
|
||||
_collisionFilterGroup = group;
|
||||
_collisionFilterMask = mask;
|
||||
// TODO: if this probe is in the world reset ghostObject overlap cache
|
||||
}
|
||||
|
||||
void CharacterGhostObject::getCollisionGroupAndMask(int16_t& group, int16_t& mask) const {
|
||||
void CharacterGhostObject::getCollisionGroupAndMask(int32_t& group, int32_t& mask) const {
|
||||
group = _collisionFilterGroup;
|
||||
mask = _collisionFilterMask;
|
||||
}
|
||||
|
|
|
@ -28,8 +28,8 @@ public:
|
|||
CharacterGhostObject() { }
|
||||
~CharacterGhostObject();
|
||||
|
||||
void setCollisionGroupAndMask(int16_t group, int16_t mask);
|
||||
void getCollisionGroupAndMask(int16_t& group, int16_t& mask) const;
|
||||
void setCollisionGroupAndMask(int32_t group, int32_t mask);
|
||||
void getCollisionGroupAndMask(int32_t& group, int32_t& mask) const;
|
||||
|
||||
void setRadiusAndHalfHeight(btScalar radius, btScalar halfHeight);
|
||||
void setUpDirection(const btVector3& up);
|
||||
|
@ -54,8 +54,8 @@ protected:
|
|||
btScalar _radius { 0.0f };
|
||||
btConvexHullShape* _characterShape { nullptr }; // input, shape of character
|
||||
CharacterGhostShape* _ghostShape { nullptr }; // internal, shape whose Aabb is used for overlap cache
|
||||
int16_t _collisionFilterGroup { 0 };
|
||||
int16_t _collisionFilterMask { 0 };
|
||||
int32_t _collisionFilterGroup { 0 };
|
||||
int32_t _collisionFilterMask { 0 };
|
||||
bool _inWorld { false }; // internal, was added to world
|
||||
};
|
||||
|
||||
|
|
|
@ -779,7 +779,7 @@ QString EntityMotionState::getName() const {
|
|||
}
|
||||
|
||||
// virtual
|
||||
void EntityMotionState::computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const {
|
||||
void EntityMotionState::computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const {
|
||||
_entity->computeCollisionGroupAndFinalMask(group, mask);
|
||||
}
|
||||
|
||||
|
|
|
@ -84,7 +84,7 @@ public:
|
|||
|
||||
virtual QString getName() const override;
|
||||
|
||||
virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const override;
|
||||
virtual void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const override;
|
||||
|
||||
bool shouldSendBid();
|
||||
bool isLocallyOwned() const override;
|
||||
|
|
|
@ -154,7 +154,7 @@ public:
|
|||
|
||||
virtual QString getName() const { return ""; }
|
||||
|
||||
virtual void computeCollisionGroupAndMask(int16_t& group, int16_t& mask) const = 0;
|
||||
virtual void computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const = 0;
|
||||
|
||||
bool isActive() const { return _body ? _body->isActive() : false; }
|
||||
|
||||
|
|
|
@ -148,7 +148,7 @@ void PhysicsEngine::addObjectToDynamicsWorld(ObjectMotionState* motionState) {
|
|||
body->setFlags(BT_DISABLE_WORLD_GRAVITY);
|
||||
motionState->updateBodyMaterialProperties();
|
||||
|
||||
int16_t group, mask;
|
||||
int32_t group, mask;
|
||||
motionState->computeCollisionGroupAndMask(group, mask);
|
||||
_dynamicsWorld->addRigidBody(body, group, mask);
|
||||
|
||||
|
|
|
@ -34,13 +34,13 @@ enum CollisionFilterGroups {
|
|||
*
|
||||
*/
|
||||
|
||||
const int16_t BULLET_COLLISION_GROUP_STATIC = 1 << 0;
|
||||
const int16_t BULLET_COLLISION_GROUP_DYNAMIC = 1 << 1;
|
||||
const int16_t BULLET_COLLISION_GROUP_KINEMATIC = 1 << 2;
|
||||
const int16_t BULLET_COLLISION_GROUP_MY_AVATAR = 1 << 3;
|
||||
const int16_t BULLET_COLLISION_GROUP_OTHER_AVATAR = 1 << 4;
|
||||
const int32_t BULLET_COLLISION_GROUP_STATIC = 1 << 0;
|
||||
const int32_t BULLET_COLLISION_GROUP_DYNAMIC = 1 << 1;
|
||||
const int32_t BULLET_COLLISION_GROUP_KINEMATIC = 1 << 2;
|
||||
const int32_t BULLET_COLLISION_GROUP_MY_AVATAR = 1 << 3;
|
||||
const int32_t BULLET_COLLISION_GROUP_OTHER_AVATAR = 1 << 4;
|
||||
// ...
|
||||
const int16_t BULLET_COLLISION_GROUP_COLLISIONLESS = 1 << 14;
|
||||
const int32_t BULLET_COLLISION_GROUP_COLLISIONLESS = 1 << 31;
|
||||
|
||||
|
||||
/* Note: In order for objectA to collide with objectB at the filter stage
|
||||
|
@ -48,21 +48,21 @@ const int16_t BULLET_COLLISION_GROUP_COLLISIONLESS = 1 << 14;
|
|||
*/
|
||||
|
||||
// the default collision mask is: collides with everything except collisionless
|
||||
const int16_t BULLET_COLLISION_MASK_DEFAULT = ~ BULLET_COLLISION_GROUP_COLLISIONLESS;
|
||||
const int32_t BULLET_COLLISION_MASK_DEFAULT = ~ BULLET_COLLISION_GROUP_COLLISIONLESS;
|
||||
|
||||
// STATIC does not collide with itself (as optimization of physics simulation)
|
||||
const int16_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_STATIC);
|
||||
const int32_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_STATIC);
|
||||
|
||||
const int16_t BULLET_COLLISION_MASK_DYNAMIC = BULLET_COLLISION_MASK_DEFAULT;
|
||||
const int16_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC;
|
||||
const int32_t BULLET_COLLISION_MASK_DYNAMIC = BULLET_COLLISION_MASK_DEFAULT;
|
||||
const int32_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC;
|
||||
|
||||
// MY_AVATAR does not collide with itself
|
||||
const int16_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR);
|
||||
const int32_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR);
|
||||
|
||||
const int16_t BULLET_COLLISION_MASK_OTHER_AVATAR = BULLET_COLLISION_MASK_DEFAULT;
|
||||
const int32_t BULLET_COLLISION_MASK_OTHER_AVATAR = BULLET_COLLISION_MASK_DEFAULT;
|
||||
|
||||
// COLLISIONLESS gets an empty mask.
|
||||
const int16_t BULLET_COLLISION_MASK_COLLISIONLESS = 0;
|
||||
const int32_t BULLET_COLLISION_MASK_COLLISIONLESS = 0;
|
||||
|
||||
/**jsdoc
|
||||
* <p>An entity may collide with the following types of items:</p>
|
||||
|
@ -72,35 +72,35 @@ const int16_t BULLET_COLLISION_MASK_COLLISIONLESS = 0;
|
|||
* </thead>
|
||||
* <tbody>
|
||||
* <tr><td><code>1</code></td><td>Static entities — non-dynamic entities with no velocity.</td></tr>
|
||||
* <tr><td><code>2</code></td><td>Dynamic entities — entities that have their <code>dynamic</code> property set to
|
||||
* <tr><td><code>2</code></td><td>Dynamic entities — entities that have their <code>dynamic</code> property set to
|
||||
* <code>true</code>.</td></tr>
|
||||
* <tr><td><code>4</code></td><td>Kinematic entities — non-dynamic entities with velocity.</td></tr>
|
||||
* <tr><td><code>8</code></td><td>My avatar.</td></tr>
|
||||
* <tr><td><code>16</code></td><td>Other avatars.</td></tr>
|
||||
* </tbody>
|
||||
* </table>
|
||||
* <p>The values for the collision types that are enabled are added together to give the CollisionMask value. For example, a
|
||||
* <p>The values for the collision types that are enabled are added together to give the CollisionMask value. For example, a
|
||||
* value of <code>31</code> means that an entity will collide with all item types.</p>
|
||||
* @typedef {number} Entities.CollisionMask
|
||||
*/
|
||||
|
||||
// The USER collision groups are exposed to script and can be used to generate per-object collision masks.
|
||||
// They are not necessarily the same as the BULLET_COLLISION_GROUPS, but we start them off with matching numbers.
|
||||
const uint8_t USER_COLLISION_GROUP_STATIC = 1 << 0;
|
||||
const uint8_t USER_COLLISION_GROUP_DYNAMIC = 1 << 1;
|
||||
const uint8_t USER_COLLISION_GROUP_KINEMATIC = 1 << 2;
|
||||
const uint8_t USER_COLLISION_GROUP_MY_AVATAR = 1 << 3;
|
||||
const uint8_t USER_COLLISION_GROUP_OTHER_AVATAR = 1 << 4;
|
||||
const uint16_t USER_COLLISION_GROUP_STATIC = 1 << 0;
|
||||
const uint16_t USER_COLLISION_GROUP_DYNAMIC = 1 << 1;
|
||||
const uint16_t USER_COLLISION_GROUP_KINEMATIC = 1 << 2;
|
||||
const uint16_t USER_COLLISION_GROUP_MY_AVATAR = 1 << 3;
|
||||
const uint16_t USER_COLLISION_GROUP_OTHER_AVATAR = 1 << 4;
|
||||
|
||||
const uint8_t ENTITY_COLLISION_MASK_DEFAULT =
|
||||
const uint16_t ENTITY_COLLISION_MASK_DEFAULT =
|
||||
USER_COLLISION_GROUP_STATIC |
|
||||
USER_COLLISION_GROUP_DYNAMIC |
|
||||
USER_COLLISION_GROUP_KINEMATIC |
|
||||
USER_COLLISION_GROUP_MY_AVATAR |
|
||||
USER_COLLISION_GROUP_OTHER_AVATAR;
|
||||
|
||||
const uint8_t USER_COLLISION_MASK_AVATARS = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;
|
||||
const uint16_t USER_COLLISION_MASK_AVATARS = USER_COLLISION_GROUP_MY_AVATAR | USER_COLLISION_GROUP_OTHER_AVATAR;
|
||||
|
||||
const int NUM_USER_COLLISION_GROUPS = 5;
|
||||
const int32_t NUM_USER_COLLISION_GROUPS = 5;
|
||||
|
||||
#endif // hifi_PhysicsCollisionGroups_h
|
||||
|
|
|
@ -61,7 +61,7 @@ glm::quat computeBulletRotationStep(const glm::vec3& angularVelocity, float time
|
|||
}
|
||||
/* end Bullet code derivation*/
|
||||
|
||||
int16_t Physics::getDefaultCollisionMask(int16_t group) {
|
||||
int32_t Physics::getDefaultCollisionMask(int32_t group) {
|
||||
switch(group) {
|
||||
case BULLET_COLLISION_GROUP_STATIC:
|
||||
return BULLET_COLLISION_MASK_STATIC;
|
||||
|
|
|
@ -31,7 +31,7 @@ const float KINEMATIC_ANGULAR_SPEED_THRESHOLD = 0.008f; // ~0.5 deg/sec
|
|||
glm::quat computeBulletRotationStep(const glm::vec3& angularVelocity, float timeStep);
|
||||
|
||||
namespace Physics {
|
||||
int16_t getDefaultCollisionMask(int16_t group);
|
||||
int32_t getDefaultCollisionMask(int32_t group);
|
||||
|
||||
void setSessionUUID(const QUuid& sessionID);
|
||||
const QUuid& getSessionUUID();
|
||||
|
|
Loading…
Reference in a new issue