Don't repeat check for non-zero collision groups

This commit is contained in:
Andrew Meadows 2014-05-23 09:55:45 -07:00
parent 08b525ef91
commit b875144e2d

View file

@ -168,19 +168,17 @@ void MyAvatar::simulate(float deltaTime) {
radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cos(myCamera->getFieldOfView() / 2.0f)); radius = myCamera->getAspectRatio() * (myCamera->getNearClip() / cos(myCamera->getFieldOfView() / 2.0f));
radius *= COLLISION_RADIUS_SCALAR; radius *= COLLISION_RADIUS_SCALAR;
} }
if (_collisionGroups) { updateShapePositions();
updateShapePositions(); if (_collisionGroups & COLLISION_GROUP_ENVIRONMENT) {
if (_collisionGroups & COLLISION_GROUP_ENVIRONMENT) { updateCollisionWithEnvironment(deltaTime, radius);
updateCollisionWithEnvironment(deltaTime, radius); }
} if (_collisionGroups & COLLISION_GROUP_VOXELS) {
if (_collisionGroups & COLLISION_GROUP_VOXELS) { updateCollisionWithVoxels(deltaTime, radius);
updateCollisionWithVoxels(deltaTime, radius); } else {
} else { _trapDuration = 0.0f;
_trapDuration = 0.0f; }
} if (_collisionGroups & COLLISION_GROUP_AVATARS) {
if (_collisionGroups & COLLISION_GROUP_AVATARS) { updateCollisionWithAvatars(deltaTime);
updateCollisionWithAvatars(deltaTime);
}
} }
} }