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put some code back now that entity-server is doing simple simulation again. don't draw blue physics-enabled dot unless debug menu-item is checked
This commit is contained in:
parent
ddec6d5207
commit
867fe18472
2 changed files with 7 additions and 30 deletions
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@ -79,22 +79,9 @@ void RenderableDebugableEntityItem::render(EntityItem* entity, RenderArgs* args)
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glm::vec4 yellowColor(1.0f, 1.0f, 0.2f, 1.0f);
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glm::vec4 yellowColor(1.0f, 1.0f, 0.2f, 1.0f);
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renderBoundingBox(entity, args, 0.3f, yellowColor);
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renderBoundingBox(entity, args, 0.3f, yellowColor);
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}
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}
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if (PhysicsEngine::physicsInfoIsActive(entity->getPhysicsInfo())) {
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renderHoverDot(entity, args);
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}
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}
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}
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if (PhysicsEngine::physicsInfoIsActive(entity->getPhysicsInfo())) {
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renderHoverDot(entity, args);
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}
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glm::vec3 position;
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glm::quat rotation;
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//
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// XXX for future debugging
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//
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// if (PhysicsEngine::getBodyLocation(entity->getPhysicsInfo(), position, rotation)) {
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// glm::vec3 positionOffset = glm::abs(position - entity->getPosition());
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// if (positionOffset[0] > 0.001 || positionOffset[1] > 0.001 || positionOffset[2] > 0.001) {
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// qDebug() << positionOffset[0] << positionOffset[1] << positionOffset[2];
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// }
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// }
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}
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}
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@ -48,7 +48,6 @@ EntityMotionState::~EntityMotionState() {
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}
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}
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void EntityMotionState::updateServerPhysicsVariables(uint32_t flags) {
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void EntityMotionState::updateServerPhysicsVariables(uint32_t flags) {
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/*
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if (flags & EntityItem::DIRTY_POSITION) {
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if (flags & EntityItem::DIRTY_POSITION) {
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_sentPosition = _entity->getPosition();
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_sentPosition = _entity->getPosition();
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}
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}
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@ -61,7 +60,6 @@ void EntityMotionState::updateServerPhysicsVariables(uint32_t flags) {
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if (flags & EntityItem::DIRTY_ANGULAR_VELOCITY) {
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if (flags & EntityItem::DIRTY_ANGULAR_VELOCITY) {
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_sentAngularVelocity = _entity->getAngularVelocity();
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_sentAngularVelocity = _entity->getAngularVelocity();
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}
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}
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*/
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}
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}
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// virtual
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// virtual
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@ -96,17 +94,9 @@ bool EntityMotionState::isMoving() const {
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}
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}
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bool EntityMotionState::isMovingVsServer() const {
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bool EntityMotionState::isMovingVsServer() const {
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// auto alignmentDot = glm::abs(glm::dot(_sentRotation, _entity->getRotation()));
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auto alignmentDot = glm::abs(glm::dot(_sentRotation, _entity->getRotation()));
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// if (glm::distance(_sentPosition, _entity->getPosition()) > IGNORE_POSITION_DELTA ||
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if (glm::distance(_sentPosition, _entity->getPosition()) > IGNORE_POSITION_DELTA ||
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// alignmentDot < IGNORE_ALIGNMENT_DOT) {
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alignmentDot < IGNORE_ALIGNMENT_DOT) {
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// return true;
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// }
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// return false;
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if (glm::length(_entity->getVelocity()) > IGNORE_LINEAR_VELOCITY_DELTA) {
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return true;
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}
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if (glm::length(_entity->getAngularVelocity()) > IGNORE_ANGULAR_VELOCITY_DELTA) {
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return true;
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return true;
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}
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}
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return false;
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return false;
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