Merge pull request from sethalves/tablet-ui-fix-equipping

don't send AVATAR_SELF_ID over wire
This commit is contained in:
Chris Collins 2017-02-06 16:56:11 -08:00 committed by GitHub
commit 194fd925cf
4 changed files with 58 additions and 30 deletions

View file

@ -100,7 +100,18 @@ void EntityEditPacketSender::queueEditEntityMessage(PacketType type,
QByteArray bufferOut(NLPacket::maxPayloadSize(type), 0);
if (EntityItemProperties::encodeEntityEditPacket(type, entityItemID, properties, bufferOut)) {
bool success;
if (properties.parentIDChanged() && properties.getParentID() == AVATAR_SELF_ID) {
EntityItemProperties propertiesCopy = properties;
auto nodeList = DependencyManager::get<NodeList>();
const QUuid myNodeID = nodeList->getSessionUUID();
propertiesCopy.setParentID(myNodeID);
success = EntityItemProperties::encodeEntityEditPacket(type, entityItemID, propertiesCopy, bufferOut);
} else {
success = EntityItemProperties::encodeEntityEditPacket(type, entityItemID, properties, bufferOut);
}
if (success) {
#ifdef WANT_DEBUG
qCDebug(entities) << "calling queueOctreeEditMessage()...";
qCDebug(entities) << " id:" << entityItemID;

View file

@ -828,7 +828,7 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
{ // parentID and parentJointIndex are also protected by simulation ownership
bool oldOverwrite = overwriteLocalData;
overwriteLocalData = overwriteLocalData && !weOwnSimulation;
READ_ENTITY_PROPERTY(PROP_PARENT_ID, QUuid, setParentID);
READ_ENTITY_PROPERTY(PROP_PARENT_ID, QUuid, updateParentID);
READ_ENTITY_PROPERTY(PROP_PARENT_JOINT_INDEX, quint16, setParentJointIndex);
overwriteLocalData = oldOverwrite;
}
@ -1823,28 +1823,6 @@ void EntityItem::computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask
}
uint8_t userMask = getCollisionMask();
if (userMask & USER_COLLISION_GROUP_MY_AVATAR) {
// if this entity is a descendant of MyAvatar, don't collide with MyAvatar. This avoids the
// "bootstrapping" problem where you can shoot yourself across the room by grabbing something
// and holding it against your own avatar.
QUuid ancestorID = findAncestorOfType(NestableType::Avatar);
if (!ancestorID.isNull() && ancestorID == Physics::getSessionUUID()) {
userMask &= ~USER_COLLISION_GROUP_MY_AVATAR;
}
}
if (userMask & USER_COLLISION_GROUP_MY_AVATAR) {
// also, don't bootstrap our own avatar with a hold action
QList<EntityActionPointer> holdActions = getActionsOfType(ACTION_TYPE_HOLD);
QList<EntityActionPointer>::const_iterator i = holdActions.begin();
while (i != holdActions.end()) {
EntityActionPointer action = *i;
if (action->isMine()) {
userMask &= ~USER_COLLISION_GROUP_MY_AVATAR;
break;
}
i++;
}
}
if ((bool)(userMask & USER_COLLISION_GROUP_MY_AVATAR) !=
(bool)(userMask & USER_COLLISION_GROUP_OTHER_AVATAR)) {
@ -1854,6 +1832,33 @@ void EntityItem::computeCollisionGroupAndFinalMask(int16_t& group, int16_t& mask
userMask ^= USER_COLLISION_MASK_AVATARS | ~userMask;
}
}
if (userMask & USER_COLLISION_GROUP_MY_AVATAR) {
bool iAmHoldingThis = false;
// if this entity is a descendant of MyAvatar, don't collide with MyAvatar. This avoids the
// "bootstrapping" problem where you can shoot yourself across the room by grabbing something
// and holding it against your own avatar.
QUuid ancestorID = findAncestorOfType(NestableType::Avatar);
if (!ancestorID.isNull() &&
(ancestorID == Physics::getSessionUUID() || ancestorID == AVATAR_SELF_ID)) {
iAmHoldingThis = true;
}
// also, don't bootstrap our own avatar with a hold action
QList<EntityActionPointer> holdActions = getActionsOfType(ACTION_TYPE_HOLD);
QList<EntityActionPointer>::const_iterator i = holdActions.begin();
while (i != holdActions.end()) {
EntityActionPointer action = *i;
if (action->isMine()) {
iAmHoldingThis = true;
break;
}
i++;
}
if (iAmHoldingThis) {
userMask &= ~USER_COLLISION_GROUP_MY_AVATAR;
}
}
mask = Physics::getDefaultCollisionMask(group) & (int16_t)(userMask);
}
}

View file

@ -199,15 +199,12 @@ void EntityMotionState::getWorldTransform(btTransform& worldTrans) const {
return;
}
assert(entityTreeIsLocked());
if (_motionType == MOTION_TYPE_KINEMATIC) {
if (_motionType == MOTION_TYPE_KINEMATIC && !_entity->hasAncestorOfType(NestableType::Avatar)) {
BT_PROFILE("kinematicIntegration");
// This is physical kinematic motion which steps strictly by the subframe count
// of the physics simulation and uses full gravity for acceleration.
if (_entity->hasAncestorOfType(NestableType::Avatar)) {
_entity->setAcceleration(glm::vec3(0.0f));
} else {
_entity->setAcceleration(_entity->getGravity());
}
_entity->setAcceleration(_entity->getGravity());
uint32_t thisStep = ObjectMotionState::getWorldSimulationStep();
float dt = (thisStep - _lastKinematicStep) * PHYSICS_ENGINE_FIXED_SUBSTEP;
_entity->stepKinematicMotion(dt);

View file

@ -1034,6 +1034,13 @@ AACube SpatiallyNestable::getQueryAACube() const {
bool SpatiallyNestable::hasAncestorOfType(NestableType nestableType) const {
bool success;
if (nestableType == NestableType::Avatar) {
QUuid parentID = getParentID();
if (parentID == AVATAR_SELF_ID) {
return true;
}
}
SpatiallyNestablePointer parent = getParentPointer(success);
if (!success || !parent) {
return false;
@ -1048,6 +1055,14 @@ bool SpatiallyNestable::hasAncestorOfType(NestableType nestableType) const {
const QUuid SpatiallyNestable::findAncestorOfType(NestableType nestableType) const {
bool success;
if (nestableType == NestableType::Avatar) {
QUuid parentID = getParentID();
if (parentID == AVATAR_SELF_ID) {
return AVATAR_SELF_ID; // TODO -- can we put nodeID here?
}
}
SpatiallyNestablePointer parent = getParentPointer(success);
if (!success || !parent) {
return QUuid();