Only do slaps for MyAvatar.

This commit is contained in:
Andrew Meadows 2014-02-13 10:03:39 -08:00
parent e793c207f9
commit 9523ea7d03

View file

@ -178,7 +178,7 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
} }
glm::vec3 totalPenetration; glm::vec3 totalPenetration;
ModelCollisionList collisions; ModelCollisionList collisions;
if (Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) { if (isMyHand && Menu::getInstance()->isOptionChecked(MenuOption::PlaySlaps)) {
// Check for palm collisions // Check for palm collisions
glm::vec3 myPalmPosition = palm.getPosition(); glm::vec3 myPalmPosition = palm.getPosition();
float palmCollisionDistance = 0.1f; float palmCollisionDistance = 0.1f;
@ -220,10 +220,10 @@ void Hand::collideAgainstAvatar(Avatar* avatar, bool isMyHand) {
totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration); totalPenetration = addPenetrations(totalPenetration, collisions[j]._penetration);
} }
} else { } else {
// when this !isMyHand then avatar is MyAvatar and we apply the collision // when !isMyHand then avatar is MyAvatar and we apply the collision
// which might not do anything (hand hit unmovable part of MyAvatar) however // which might not do anything (hand hit unmovable part of MyAvatar) however
// we don't resolve the hand's penetration (we expect their simulation // we don't resolve the hand's penetration because we expect the remote
// to do the right thing). // simulation to do the right thing.
avatar->applyCollision(collisions[j]); avatar->applyCollision(collisions[j]);
} }
} }