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Merge pull request #3490 from ZappoMan/moreWorkOnCollidingEntitites
add support for ignore collisions and collisions will/wont move entities
This commit is contained in:
commit
7223cf8d2a
7 changed files with 123 additions and 29 deletions
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@ -2907,8 +2907,6 @@ function handeMenuEvent(menuItem) {
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index++;
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array.push({ label: "Linear Damping:", value: properties.damping.toFixed(decimals) });
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index++;
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array.push({ label: "Mass:", value: properties.mass.toFixed(decimals) });
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index++;
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array.push({ label: "Angular Pitch:", value: properties.angularVelocity.x.toFixed(decimals) });
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index++;
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array.push({ label: "Angular Yaw:", value: properties.angularVelocity.y.toFixed(decimals) });
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@ -2925,6 +2923,15 @@ function handeMenuEvent(menuItem) {
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array.push({ label: "Gravity Z:", value: properties.gravity.z.toFixed(decimals) });
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index++;
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array.push({ label: "Collisions:", type: "header" });
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index++;
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array.push({ label: "Mass:", value: properties.mass.toFixed(decimals) });
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index++;
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array.push({ label: "Ignore for Collisions:", value: properties.ignoreForCollisions });
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index++;
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array.push({ label: "Collisions Will Move:", value: properties.collisionsWillMove });
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index++;
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array.push({ label: "Lifetime:", value: properties.lifetime.toFixed(decimals) });
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index++;
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@ -3055,7 +3062,6 @@ Window.nonBlockingFormClosed.connect(function() {
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properties.velocity.y = array[index++].value;
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properties.velocity.z = array[index++].value;
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properties.damping = array[index++].value;
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properties.mass = array[index++].value;
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properties.angularVelocity.x = array[index++].value;
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properties.angularVelocity.y = array[index++].value;
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@ -3065,6 +3071,12 @@ Window.nonBlockingFormClosed.connect(function() {
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properties.gravity.x = array[index++].value;
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properties.gravity.y = array[index++].value;
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properties.gravity.z = array[index++].value;
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index++; // skip header
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properties.mass = array[index++].value;
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properties.ignoreForCollisions = array[index++].value;
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properties.collisionsWillMove = array[index++].value;
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properties.lifetime = array[index++].value;
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properties.visible = array[index++].value;
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@ -105,10 +105,15 @@ void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) {
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}
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void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
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if (entityA->getIgnoreForCollisions()) {
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return; // bail early if this entity is to be ignored...
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}
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glm::vec3 penetration;
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EntityItem* entityB = NULL;
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const float MAX_COLLISIONS_PER_ENTITY = 32;
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const int MAX_COLLISIONS_PER_ENTITY = 32;
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CollisionList collisions(MAX_COLLISIONS_PER_ENTITY);
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bool shapeCollisionsAccurate = false;
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@ -134,8 +139,13 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
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// we don't want to count this as a collision.
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glm::vec3 relativeVelocity = entityA->getVelocity() - entityB->getVelocity();
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bool wantToMoveA = entityA->getCollisionsWillMove();
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bool wantToMoveB = entityB->getCollisionsWillMove();
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bool movingTowardEachOther = glm::dot(relativeVelocity, penetrationInTreeUnits) > 0.0f;
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bool doCollisions = movingTowardEachOther; // don't do collisions if the entities are moving away from each other
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// only do collisions if the entities are moving toward each other and one or the other
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// of the entities are movable from collisions
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bool doCollisions = movingTowardEachOther && (wantToMoveA || wantToMoveB);
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if (doCollisions) {
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quint64 now = usecTimestampNow();
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@ -152,35 +162,53 @@ void EntityCollisionSystem::updateCollisionWithEntities(EntityItem* entityA) {
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float massA = entityA->getMass();
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float massB = entityB->getMass();
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float totalMass = massA + massB;
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float massRatioA = (2.0f * massB / totalMass);
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float massRatioB = (2.0f * massA / totalMass);
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// handle Entity A
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glm::vec3 newVelocityA = entityA->getVelocity() - axialVelocity * (2.0f * massB / totalMass);
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glm::vec3 newPositionA = entityA->getPosition() - 0.5f * penetrationInTreeUnits;
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// in the event that one of our entities is non-moving, then fix up these ratios
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if (wantToMoveA && !wantToMoveB) {
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massRatioA = 2.0f;
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massRatioB = 0.0f;
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}
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EntityItemProperties propertiesA = entityA->getProperties();
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EntityItemID idA(entityA->getID());
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propertiesA.setVelocity(newVelocityA * (float)TREE_SCALE);
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propertiesA.setPosition(newPositionA * (float)TREE_SCALE);
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propertiesA.setLastEdited(now);
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if (!wantToMoveA && wantToMoveB) {
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massRatioA = 0.0f;
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massRatioB = 2.0f;
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}
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_entities->updateEntity(idA, propertiesA);
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_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idA, propertiesA);
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// unless the entity is configured to not be moved by collision, calculate it's new position
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// and velocity and apply it
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if (wantToMoveA) {
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// handle Entity A
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glm::vec3 newVelocityA = entityA->getVelocity() - axialVelocity * massRatioA;
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glm::vec3 newPositionA = entityA->getPosition() - 0.5f * penetrationInTreeUnits;
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glm::vec3 newVelocityB = entityB->getVelocity() + axialVelocity * (2.0f * massA / totalMass);
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glm::vec3 newPositionB = entityB->getPosition() + 0.5f * penetrationInTreeUnits;
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EntityItemProperties propertiesA = entityA->getProperties();
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EntityItemID idA(entityA->getID());
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propertiesA.setVelocity(newVelocityA * (float)TREE_SCALE);
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propertiesA.setPosition(newPositionA * (float)TREE_SCALE);
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propertiesA.setLastEdited(now);
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_entities->updateEntity(idA, propertiesA);
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_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idA, propertiesA);
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}
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EntityItemProperties propertiesB = entityB->getProperties();
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// unless the entity is configured to not be moved by collision, calculate it's new position
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// and velocity and apply it
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if (wantToMoveB) {
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glm::vec3 newVelocityB = entityB->getVelocity() + axialVelocity * massRatioB;
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glm::vec3 newPositionB = entityB->getPosition() + 0.5f * penetrationInTreeUnits;
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EntityItemID idB(entityB->getID());
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propertiesB.setVelocity(newVelocityB * (float)TREE_SCALE);
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propertiesB.setPosition(newPositionB * (float)TREE_SCALE);
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propertiesB.setLastEdited(now);
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EntityItemProperties propertiesB = entityB->getProperties();
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_entities->updateEntity(idB, propertiesB);
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_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idB, propertiesB);
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// TODO: Do we need this?
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//_packetSender->releaseQueuedMessages();
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EntityItemID idB(entityB->getID());
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propertiesB.setVelocity(newVelocityB * (float)TREE_SCALE);
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propertiesB.setPosition(newPositionB * (float)TREE_SCALE);
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propertiesB.setLastEdited(now);
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_entities->updateEntity(idB, propertiesB);
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_packetSender->queueEditEntityMessage(PacketTypeEntityAddOrEdit, idB, propertiesB);
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}
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}
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}
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}
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@ -42,6 +42,8 @@ const glm::vec3 EntityItem::NO_ANGULAR_VELOCITY = glm::vec3(0.0f, 0.0f, 0.0f);
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const glm::vec3 EntityItem::DEFAULT_ANGULAR_VELOCITY = NO_ANGULAR_VELOCITY;
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const float EntityItem::DEFAULT_ANGULAR_DAMPING = 0.5f;
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const bool EntityItem::DEFAULT_VISIBLE = true;
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const bool EntityItem::DEFAULT_IGNORE_FOR_COLLISIONS = false;
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const bool EntityItem::DEFAULT_COLLISIONS_WILL_MOVE = false;
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void EntityItem::initFromEntityItemID(const EntityItemID& entityItemID) {
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_id = entityItemID.id;
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@ -70,6 +72,8 @@ void EntityItem::initFromEntityItemID(const EntityItemID& entityItemID) {
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_angularVelocity = DEFAULT_ANGULAR_VELOCITY;
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_angularDamping = DEFAULT_ANGULAR_DAMPING;
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_visible = DEFAULT_VISIBLE;
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_ignoreForCollisions = DEFAULT_IGNORE_FOR_COLLISIONS;
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_collisionsWillMove = DEFAULT_COLLISIONS_WILL_MOVE;
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recalculateCollisionShape();
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}
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@ -111,6 +115,8 @@ EntityPropertyFlags EntityItem::getEntityProperties(EncodeBitstreamParams& param
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requestedProperties += PROP_ANGULAR_VELOCITY;
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requestedProperties += PROP_ANGULAR_DAMPING;
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requestedProperties += PROP_VISIBLE;
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requestedProperties += PROP_IGNORE_FOR_COLLISIONS;
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requestedProperties += PROP_COLLISIONS_WILL_MOVE;
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return requestedProperties;
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}
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@ -224,6 +230,8 @@ OctreeElement::AppendState EntityItem::appendEntityData(OctreePacketData* packet
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APPEND_ENTITY_PROPERTY(PROP_ANGULAR_VELOCITY, appendValue, getAngularVelocity());
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APPEND_ENTITY_PROPERTY(PROP_ANGULAR_DAMPING, appendValue, getAngularDamping());
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APPEND_ENTITY_PROPERTY(PROP_VISIBLE, appendValue, getVisible());
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APPEND_ENTITY_PROPERTY(PROP_IGNORE_FOR_COLLISIONS, appendValue, getIgnoreForCollisions());
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APPEND_ENTITY_PROPERTY(PROP_COLLISIONS_WILL_MOVE, appendValue, getCollisionsWillMove());
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appendSubclassData(packetData, params, entityTreeElementExtraEncodeData,
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requestedProperties,
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@ -484,10 +492,14 @@ int EntityItem::readEntityDataFromBuffer(const unsigned char* data, int bytesLef
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READ_ENTITY_PROPERTY(PROP_ANGULAR_VELOCITY, glm::vec3, _angularVelocity);
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READ_ENTITY_PROPERTY(PROP_ANGULAR_DAMPING, float, _angularDamping);
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READ_ENTITY_PROPERTY(PROP_VISIBLE, bool, _visible);
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READ_ENTITY_PROPERTY(PROP_IGNORE_FOR_COLLISIONS, bool, _ignoreForCollisions);
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READ_ENTITY_PROPERTY(PROP_COLLISIONS_WILL_MOVE, bool, _collisionsWillMove);
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if (wantDebug) {
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qDebug() << " readEntityDataFromBuffer() _registrationPoint:" << _registrationPoint;
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qDebug() << " readEntityDataFromBuffer() _visible:" << _visible;
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qDebug() << " readEntityDataFromBuffer() _ignoreForCollisions:" << _ignoreForCollisions;
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qDebug() << " readEntityDataFromBuffer() _collisionsWillMove:" << _collisionsWillMove;
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}
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bytesRead += readEntitySubclassDataFromBuffer(dataAt, (bytesLeftToRead - bytesRead), args, propertyFlags, overwriteLocalData);
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@ -734,6 +746,8 @@ EntityItemProperties EntityItem::getProperties() const {
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(angularDamping, getAngularDamping);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(glowLevel, getGlowLevel);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(visible, getVisible);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(ignoreForCollisions, getIgnoreForCollisions);
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COPY_ENTITY_PROPERTY_TO_PROPERTIES(collisionsWillMove, getCollisionsWillMove);
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properties._defaultSettings = false;
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@ -766,6 +780,8 @@ bool EntityItem::setProperties(const EntityItemProperties& properties, bool forc
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularDamping, setAngularDamping);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(glowLevel, setGlowLevel);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(visible, setVisible);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(ignoreForCollisions, setIgnoreForCollisions);
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SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionsWillMove, setCollisionsWillMove);
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if (somethingChanged) {
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somethingChangedNotification(); // notify derived classes that something has changed
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@ -230,6 +230,14 @@ public:
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void setVisible(bool value) { _visible = value; }
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bool isVisible() const { return _visible; }
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bool isInvisible() const { return !_visible; }
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static const bool DEFAULT_IGNORE_FOR_COLLISIONS;
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bool getIgnoreForCollisions() const { return _ignoreForCollisions; }
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void setIgnoreForCollisions(bool value) { _ignoreForCollisions = value; }
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static const bool DEFAULT_COLLISIONS_WILL_MOVE;
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bool getCollisionsWillMove() const { return _collisionsWillMove; }
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void setCollisionsWillMove(bool value) { _collisionsWillMove = value; }
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// TODO: We need to get rid of these users of getRadius()...
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float getRadius() const;
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@ -265,6 +273,8 @@ protected:
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glm::vec3 _angularVelocity;
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float _angularDamping;
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bool _visible;
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bool _ignoreForCollisions;
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bool _collisionsWillMove;
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// NOTE: Radius support is obsolete, but these private helper functions are available for this class to
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// parse old data streams
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@ -41,6 +41,8 @@ EntityItemProperties::EntityItemProperties() :
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_angularVelocity(EntityItem::DEFAULT_ANGULAR_VELOCITY),
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_angularDamping(EntityItem::DEFAULT_ANGULAR_DAMPING),
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_visible(EntityItem::DEFAULT_VISIBLE),
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_ignoreForCollisions(EntityItem::DEFAULT_IGNORE_FOR_COLLISIONS),
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_collisionsWillMove(EntityItem::DEFAULT_COLLISIONS_WILL_MOVE),
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_positionChanged(false),
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_dimensionsChanged(false),
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@ -55,6 +57,8 @@ EntityItemProperties::EntityItemProperties() :
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_angularVelocityChanged(false),
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_angularDampingChanged(false),
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_visibleChanged(false),
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_ignoreForCollisionsChanged(false),
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_collisionsWillMoveChanged(false),
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_color(),
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_modelURL(""),
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@ -112,6 +116,8 @@ EntityPropertyFlags EntityItemProperties::getChangedProperties() const {
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CHECK_PROPERTY_CHANGE(PROP_REGISTRATION_POINT, registrationPoint);
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CHECK_PROPERTY_CHANGE(PROP_ANGULAR_VELOCITY, angularVelocity);
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CHECK_PROPERTY_CHANGE(PROP_ANGULAR_DAMPING, angularDamping);
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CHECK_PROPERTY_CHANGE(PROP_IGNORE_FOR_COLLISIONS, ignoreForCollisions);
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CHECK_PROPERTY_CHANGE(PROP_COLLISIONS_WILL_MOVE, collisionsWillMove);
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return changedProperties;
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}
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@ -150,6 +156,8 @@ QScriptValue EntityItemProperties::copyToScriptValue(QScriptEngine* engine) cons
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COPY_PROPERTY_TO_QSCRIPTVALUE(animationFrameIndex);
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COPY_PROPERTY_TO_QSCRIPTVALUE(animationFPS);
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COPY_PROPERTY_TO_QSCRIPTVALUE(glowLevel);
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COPY_PROPERTY_TO_QSCRIPTVALUE(ignoreForCollisions);
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COPY_PROPERTY_TO_QSCRIPTVALUE(collisionsWillMove);
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// Sitting properties support
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QScriptValue sittingPoints = engine->newObject();
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@ -194,6 +202,8 @@ void EntityItemProperties::copyFromScriptValue(const QScriptValue& object) {
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COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(animationFPS, setAnimationFPS);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(animationFrameIndex, setAnimationFrameIndex);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_FLOAT(glowLevel, setGlowLevel);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_BOOL(ignoreForCollisions, setIgnoreForCollisions);
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COPY_PROPERTY_FROM_QSCRIPTVALUE_BOOL(collisionsWillMove, setCollisionsWillMove);
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_lastEdited = usecTimestampNow();
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}
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@ -342,6 +352,8 @@ bool EntityItemProperties::encodeEntityEditPacket(PacketType command, EntityItem
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APPEND_ENTITY_PROPERTY(PROP_ANGULAR_VELOCITY, appendValue, properties.getAngularVelocity());
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APPEND_ENTITY_PROPERTY(PROP_ANGULAR_DAMPING, appendValue, properties.getAngularDamping());
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APPEND_ENTITY_PROPERTY(PROP_VISIBLE, appendValue, properties.getVisible());
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APPEND_ENTITY_PROPERTY(PROP_IGNORE_FOR_COLLISIONS, appendValue, properties.getIgnoreForCollisions());
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APPEND_ENTITY_PROPERTY(PROP_COLLISIONS_WILL_MOVE, appendValue, properties.getCollisionsWillMove());
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}
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if (propertyCount > 0) {
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int endOfEntityItemData = packetData->getUncompressedByteOffset();
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@ -538,6 +550,8 @@ bool EntityItemProperties::decodeEntityEditPacket(const unsigned char* data, int
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ANGULAR_VELOCITY, glm::vec3, setAngularVelocity);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_ANGULAR_DAMPING, float, setAngularDamping);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_VISIBLE, bool, setVisible);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_IGNORE_FOR_COLLISIONS, bool, setIgnoreForCollisions);
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READ_ENTITY_PROPERTY_TO_PROPERTIES(PROP_COLLISIONS_WILL_MOVE, bool, setCollisionsWillMove);
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return valid;
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}
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@ -62,8 +62,10 @@ enum EntityPropertyList {
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PROP_REGISTRATION_POINT,
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PROP_ANGULAR_VELOCITY,
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PROP_ANGULAR_DAMPING,
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PROP_IGNORE_FOR_COLLISIONS,
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PROP_COLLISIONS_WILL_MOVE,
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PROP_LAST_ITEM = PROP_ANGULAR_DAMPING
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PROP_LAST_ITEM = PROP_COLLISIONS_WILL_MOVE
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};
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typedef PropertyFlags<EntityPropertyList> EntityPropertyFlags;
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@ -221,6 +223,12 @@ public:
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bool getVisible() const { return _visible; }
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void setVisible(bool value) { _visible = value; _visibleChanged = true; }
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bool getIgnoreForCollisions() const { return _ignoreForCollisions; }
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void setIgnoreForCollisions(bool value) { _ignoreForCollisions = value; _ignoreForCollisionsChanged = true; }
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bool getCollisionsWillMove() const { return _collisionsWillMove; }
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void setCollisionsWillMove(bool value) { _collisionsWillMove = value; _collisionsWillMoveChanged = true; }
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void setLastEdited(quint64 usecTime) { _lastEdited = usecTime; }
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private:
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@ -247,6 +255,8 @@ private:
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glm::vec3 _angularVelocity;
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float _angularDamping;
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bool _visible;
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bool _ignoreForCollisions;
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bool _collisionsWillMove;
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bool _positionChanged;
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bool _dimensionsChanged;
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@ -261,6 +271,8 @@ private:
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bool _angularVelocityChanged;
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bool _angularDampingChanged;
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bool _visibleChanged;
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bool _ignoreForCollisionsChanged;
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bool _collisionsWillMoveChanged;
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// TODO: this need to be more generic. for now, we're going to have the properties class support these as
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// named getter/setters, but we want to move them to generic types...
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@ -555,8 +555,10 @@ bool EntityTreeElement::findShapeCollisions(const Shape* shape, CollisionList& c
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QList<EntityItem*>::const_iterator entityEnd = _entityItems->end();
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while(entityItr != entityEnd) {
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EntityItem* entity = (*entityItr);
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// entities that are set for ignore for collisions then don't consider them for collision
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const Shape* otherCollisionShape = &entity->getCollisionShapeInMeters();
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if (shape != otherCollisionShape) {
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if (shape != otherCollisionShape && !entity->getIgnoreForCollisions()) {
|
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if (ShapeCollider::collideShapes(shape, otherCollisionShape, collisions)) {
|
||||
CollisionInfo* lastCollision = collisions.getLastCollision();
|
||||
lastCollision->_extraData = entity;
|
||||
|
|
Loading…
Reference in a new issue