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also honor ignore collisions for voxels and avatars
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1 changed files with 9 additions and 0 deletions
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@ -78,6 +78,11 @@ void EntityCollisionSystem::emitGlobalEntityCollisionWithEntity(EntityItem* enti
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}
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}
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void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) {
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void EntityCollisionSystem::updateCollisionWithVoxels(EntityItem* entity) {
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if (entity->getIgnoreForCollisions() || !entity->getCollisionsWillMove()) {
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return; // bail early if this entity is to be ignored or wont move
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}
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glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE);
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glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE);
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float radius = entity->getRadius() * (float)(TREE_SCALE);
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float radius = entity->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 0.4f;
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const float ELASTICITY = 0.4f;
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@ -220,6 +225,10 @@ void EntityCollisionSystem::updateCollisionWithAvatars(EntityItem* entity) {
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return;
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return;
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}
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}
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if (entity->getIgnoreForCollisions() || !entity->getCollisionsWillMove()) {
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return; // bail early if this entity is to be ignored or wont move
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}
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glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE);
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glm::vec3 center = entity->getPosition() * (float)(TREE_SCALE);
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float radius = entity->getRadius() * (float)(TREE_SCALE);
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float radius = entity->getRadius() * (float)(TREE_SCALE);
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const float ELASTICITY = 0.9f;
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const float ELASTICITY = 0.9f;
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