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expose MyAvatar.collisionGroups to JS
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2 changed files with 6 additions and 1 deletions
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@ -63,6 +63,7 @@ class Texture;
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class Avatar : public AvatarData {
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Q_OBJECT
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Q_PROPERTY(quint32 collisionGroups READ getCollisionGroups WRITE setCollisionGroups)
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public:
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Avatar();
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@ -148,6 +149,9 @@ public:
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virtual float getBoundingRadius() const;
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void updateShapePositions();
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quint32 getCollisionGroups() const { return _collisionGroups; }
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void setCollisionGroups(quint32 collisionGroups) { _collisionGroups = (collisionGroups & VALID_COLLISION_GROUPS); }
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public slots:
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void updateCollisionGroups();
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@ -166,7 +170,7 @@ protected:
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float _stringLength;
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bool _moving; ///< set when position is changing
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uint32_t _collisionGroups;
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quint32 _collisionGroups;
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// protected methods...
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glm::vec3 getBodyRightDirection() const { return getOrientation() * IDENTITY_RIGHT; }
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@ -27,6 +27,7 @@ const quint32 COLLISION_GROUP_ENVIRONMENT = 1U << 0;
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const quint32 COLLISION_GROUP_AVATARS = 1U << 1;
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const quint32 COLLISION_GROUP_VOXELS = 1U << 2;
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const quint32 COLLISION_GROUP_PARTICLES = 1U << 3;
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const quint32 VALID_COLLISION_GROUPS = 0x0f;
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// CollisionInfo contains details about the collision between two things: BodyA and BodyB.
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// The assumption is that the context that analyzes the collision knows about BodyA but
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