also honor ignore collisions for voxels and avatars

This commit is contained in:
ZappoMan 2014-09-26 15:12:59 -07:00
parent bbd476d564
commit 7bea4b3123

View file

@ -78,6 +78,11 @@ void EntityCollisionSystem::emitGlobalEntityCollisionWithEntity(EntityItem* enti
}
void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) {
if (entity->getIgnoreForCollisions() || !entity->getCollisionsWillMove()) {
return; // bail early if this entity is to be ignored or wont move
}
glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE);
float radius = entity->getRadius() * (float)(TREE_SCALE);
const float ELASTICITY = 0.4f;
@ -220,6 +225,10 @@ void EntityCollisionSystem::updateCollisionWithAvatars(EntityItem* entity) {
return;
}
if (entity->getIgnoreForCollisions() || !entity->getCollisionsWillMove()) {
return; // bail early if this entity is to be ignored or wont move
}
glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE);
float radius = entity->getRadius() * (float)(TREE_SCALE);
const float ELASTICITY = 0.9f;