support collisionless avatar when playing recording

This commit is contained in:
Andrew Meadows 2017-03-30 12:12:10 -07:00
parent e21bd7a67a
commit c47e26174c
2 changed files with 5 additions and 5 deletions

View file

@ -163,12 +163,12 @@ MyAvatar::MyAvatar(QThread* thread, RigPointer rig) :
if (recordingInterface->getPlayFromCurrentLocation()) { if (recordingInterface->getPlayFromCurrentLocation()) {
setRecordingBasis(); setRecordingBasis();
} }
_wasCharacterControllerEnabled = _characterController.isEnabled(); _previousCollisionGroup = _characterController.getCollisionGroup();
_characterController.setEnabled(false); _characterController.setCollisionGroup(BULLET_COLLISION_GROUP_COLLISIONLESS);
} else { } else {
clearRecordingBasis(); clearRecordingBasis();
useFullAvatarURL(_fullAvatarURLFromPreferences, _fullAvatarModelName); useFullAvatarURL(_fullAvatarURLFromPreferences, _fullAvatarModelName);
_characterController.setEnabled(_wasCharacterControllerEnabled); _characterController.setCollisionGroup(_previousCollisionGroup);
} }
auto audioIO = DependencyManager::get<AudioClient>(); auto audioIO = DependencyManager::get<AudioClient>();
@ -2214,7 +2214,7 @@ void MyAvatar::setAvatarCollisionsEnabled(bool enabled) {
ghostingAllowed = zone->getGhostingAllowed(); 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); _characterController.setCollisionGroup(group);
} }

View file

@ -614,7 +614,7 @@ private:
SharedSoundPointer _collisionSound; SharedSoundPointer _collisionSound;
MyCharacterController _characterController; MyCharacterController _characterController;
bool _wasCharacterControllerEnabled { true }; int16_t _previousCollisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR };
AvatarWeakPointer _lookAtTargetAvatar; AvatarWeakPointer _lookAtTargetAvatar;
glm::vec3 _targetAvatarPosition; glm::vec3 _targetAvatarPosition;