From c47e26174c3d2038bef316dd4d72e3afc8dc1e0c Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Thu, 30 Mar 2017 12:12:10 -0700 Subject: [PATCH] support collisionless avatar when playing recording --- interface/src/avatar/MyAvatar.cpp | 8 ++++---- interface/src/avatar/MyAvatar.h | 2 +- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index 3de69d0d86..2aa446045e 100755 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -163,12 +163,12 @@ MyAvatar::MyAvatar(QThread* thread, RigPointer rig) : if (recordingInterface->getPlayFromCurrentLocation()) { setRecordingBasis(); } - _wasCharacterControllerEnabled = _characterController.isEnabled(); - _characterController.setEnabled(false); + _previousCollisionGroup = _characterController.getCollisionGroup(); + _characterController.setCollisionGroup(BULLET_COLLISION_GROUP_COLLISIONLESS); } else { clearRecordingBasis(); useFullAvatarURL(_fullAvatarURLFromPreferences, _fullAvatarModelName); - _characterController.setEnabled(_wasCharacterControllerEnabled); + _characterController.setCollisionGroup(_previousCollisionGroup); } auto audioIO = DependencyManager::get(); @@ -2214,7 +2214,7 @@ void MyAvatar::setAvatarCollisionsEnabled(bool enabled) { ghostingAllowed = zone->getGhostingAllowed(); } } - int16_t group = enabled || !ghostingAllowed ? BULLET_COLLISION_GROUP_MY_AVATAR : BULLET_COLLISION_GROUP_COLLISIONLESS; + int16_t group = (enabled || !ghostingAllowed) ? BULLET_COLLISION_GROUP_MY_AVATAR : BULLET_COLLISION_GROUP_COLLISIONLESS; _characterController.setCollisionGroup(group); } diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h index a20730d87a..6b8518a90c 100644 --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -614,7 +614,7 @@ private: SharedSoundPointer _collisionSound; MyCharacterController _characterController; - bool _wasCharacterControllerEnabled { true }; + int16_t _previousCollisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR }; AvatarWeakPointer _lookAtTargetAvatar; glm::vec3 _targetAvatarPosition;