From d2e37d0c904ef1987f3f743b0ef99b7a5d61ded0 Mon Sep 17 00:00:00 2001 From: raveenajain Date: Fri, 18 Jan 2019 16:50:44 -0800 Subject: [PATCH] my and other avater changes, if setting toggled can pass through other avatar --- interface/src/avatar/AvatarManager.cpp | 2 - interface/src/avatar/AvatarMotionState.cpp | 6 ++- interface/src/avatar/MyAvatar.cpp | 25 ++++++---- interface/src/avatar/MyAvatar.h | 7 ++- .../src/avatar/MyCharacterController.cpp | 25 ++++++++++ interface/src/avatar/MyCharacterController.h | 6 +++ interface/src/avatar/MySkeletonModel.cpp | 4 +- interface/src/avatar/OtherAvatar.cpp | 15 ++---- interface/src/avatar/OtherAvatar.h | 4 +- libraries/avatars/src/AvatarData.cpp | 3 ++ libraries/avatars/src/AvatarData.h | 4 ++ libraries/physics/src/CharacterController.cpp | 46 ++++++------------- libraries/physics/src/CharacterController.h | 8 ++-- 13 files changed, 90 insertions(+), 65 deletions(-) mode change 100644 => 100755 interface/src/avatar/AvatarManager.cpp mode change 100644 => 100755 interface/src/avatar/AvatarMotionState.cpp mode change 100644 => 100755 interface/src/avatar/MyAvatar.h mode change 100644 => 100755 interface/src/avatar/MyCharacterController.h mode change 100644 => 100755 interface/src/avatar/MySkeletonModel.cpp mode change 100644 => 100755 interface/src/avatar/OtherAvatar.cpp mode change 100644 => 100755 interface/src/avatar/OtherAvatar.h mode change 100644 => 100755 libraries/avatars/src/AvatarData.cpp mode change 100644 => 100755 libraries/avatars/src/AvatarData.h mode change 100644 => 100755 libraries/physics/src/CharacterController.h diff --git a/interface/src/avatar/AvatarManager.cpp b/interface/src/avatar/AvatarManager.cpp old mode 100644 new mode 100755 index b9c7dc729d..5e4f02742e --- a/interface/src/avatar/AvatarManager.cpp +++ b/interface/src/avatar/AvatarManager.cpp @@ -270,7 +270,6 @@ void AvatarManager::updateOtherAvatars(float deltaTime) { if (avatar->getSkeletonModel()->isLoaded()) { // remove the orb if it is there avatar->removeOrb(); - avatar->updateCollisionGroup(_myAvatar->getOtherAvatarsCollisionsEnabled()); if (avatar->needsPhysicsUpdate()) { _avatarsToChangeInPhysics.insert(avatar); } @@ -376,7 +375,6 @@ void AvatarManager::simulateAvatarFades(float deltaTime) { } AvatarSharedPointer AvatarManager::newSharedAvatar(const QUuid& sessionUUID) { - auto otherAvatar = new OtherAvatar(qApp->thread()); otherAvatar->setSessionUUID(sessionUUID); auto nodeList = DependencyManager::get(); diff --git a/interface/src/avatar/AvatarMotionState.cpp b/interface/src/avatar/AvatarMotionState.cpp old mode 100644 new mode 100755 index 3fa59ea967..77fc81fa04 --- a/interface/src/avatar/AvatarMotionState.cpp +++ b/interface/src/avatar/AvatarMotionState.cpp @@ -15,7 +15,6 @@ #include #include - AvatarMotionState::AvatarMotionState(OtherAvatarPointer avatar, const btCollisionShape* shape) : ObjectMotionState(shape), _avatar(avatar) { assert(_avatar); _type = MOTIONSTATE_TYPE_AVATAR; @@ -172,7 +171,10 @@ QUuid AvatarMotionState::getSimulatorID() const { // virtual void AvatarMotionState::computeCollisionGroupAndMask(int32_t& group, int32_t& mask) const { group = _collisionGroup; - mask = _collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS ? 0 : Physics::getDefaultCollisionMask(group); + mask = Physics::getDefaultCollisionMask(group); + if (!_avatar->getCollideWithOtherAvatars()) { + mask &= ~(BULLET_COLLISION_GROUP_MY_AVATAR | BULLET_COLLISION_GROUP_OTHER_AVATAR); + } } // virtual diff --git a/interface/src/avatar/MyAvatar.cpp b/interface/src/avatar/MyAvatar.cpp index e4da94c699..a2dac8766d 100755 --- a/interface/src/avatar/MyAvatar.cpp +++ b/interface/src/avatar/MyAvatar.cpp @@ -205,12 +205,12 @@ MyAvatar::MyAvatar(QThread* thread) : if (recordingInterface->getPlayFromCurrentLocation()) { setRecordingBasis(); } - _previousCollisionGroup = _characterController.computeCollisionGroup(); + _previousCollisionMask = _characterController.computeCollisionMask(); _characterController.setCollisionless(true); } else { clearRecordingBasis(); useFullAvatarURL(_fullAvatarURLFromPreferences, _fullAvatarModelName); - if (_previousCollisionGroup != BULLET_COLLISION_GROUP_COLLISIONLESS) { + if (_previousCollisionMask != BULLET_COLLISION_MASK_COLLISIONLESS) { _characterController.setCollisionless(false); } } @@ -2528,7 +2528,7 @@ void MyAvatar::updateMotors() { float verticalMotorTimescale; if (_characterController.getState() == CharacterController::State::Hover || - _characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) { + _characterController.computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS) { horizontalMotorTimescale = FLYING_MOTOR_TIMESCALE; verticalMotorTimescale = FLYING_MOTOR_TIMESCALE; } else { @@ -2538,7 +2538,7 @@ void MyAvatar::updateMotors() { if (_motionBehaviors & AVATAR_MOTION_ACTION_MOTOR_ENABLED) { if (_characterController.getState() == CharacterController::State::Hover || - _characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) { + _characterController.computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS) { motorRotation = getMyHead()->getHeadOrientation(); } else { // non-hovering = walking: follow camera twist about vertical but not lift @@ -2593,7 +2593,7 @@ void MyAvatar::prepareForPhysicsSimulation() { qDebug() << "Warning: getParentVelocity failed" << getID(); parentVelocity = glm::vec3(); } - _characterController.handleChangedCollisionGroup(); + _characterController.handleChangedCollisionMask(); _characterController.setParentVelocity(parentVelocity); _characterController.setScaleFactor(getSensorToWorldScale()); @@ -3273,7 +3273,7 @@ void MyAvatar::updateOrientation(float deltaTime) { head->setBaseRoll(ROLL(euler)); } else { head->setBaseYaw(0.0f); - head->setBasePitch(getHead()->getBasePitch() + getDriveKey(PITCH) * _pitchSpeed * deltaTime + head->setBasePitch(getHead()->getBasePitch() + getDriveKey(PITCH) * _pitchSpeed * deltaTime + getDriveKey(DELTA_PITCH) * _pitchSpeed / PITCH_SPEED_DEFAULT); head->setBaseRoll(0.0f); } @@ -3319,7 +3319,7 @@ void MyAvatar::updateActionMotor(float deltaTime) { glm::vec3 direction = forward + right; if (state == CharacterController::State::Hover || - _characterController.computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS) { + _characterController.computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS) { glm::vec3 up = (getDriveKey(TRANSLATE_Y)) * IDENTITY_UP; direction += up; } @@ -3875,7 +3875,7 @@ void MyAvatar::setCollisionsEnabled(bool enabled) { bool MyAvatar::getCollisionsEnabled() { // may return 'false' even though the collisionless option was requested // because the zone may disallow collisionless avatars - return _characterController.computeCollisionGroup() != BULLET_COLLISION_GROUP_COLLISIONLESS; + return _characterController.computeCollisionMask() != BULLET_COLLISION_MASK_COLLISIONLESS; } void MyAvatar::setOtherAvatarsCollisionsEnabled(bool enabled) { @@ -3884,7 +3884,11 @@ void MyAvatar::setOtherAvatarsCollisionsEnabled(bool enabled) { QMetaObject::invokeMethod(this, "setOtherAvatarsCollisionsEnabled", Q_ARG(bool, enabled)); return; } + bool change = _collideWithOtherAvatars != enabled; _collideWithOtherAvatars = enabled; + if (change) { + setCollisionWithOtherAvatarsFlags(); + } emit otherAvatarsCollisionsEnabledChanged(enabled); } @@ -3892,6 +3896,11 @@ bool MyAvatar::getOtherAvatarsCollisionsEnabled() { return _collideWithOtherAvatars; } +void MyAvatar::setCollisionWithOtherAvatarsFlags() { + _characterController.setCollideWithOtherAvatars(_collideWithOtherAvatars); + _characterController.setPendingFlagsUpdateCollisionMask(); +} + void MyAvatar::updateCollisionCapsuleCache() { glm::vec3 start, end; float radius; diff --git a/interface/src/avatar/MyAvatar.h b/interface/src/avatar/MyAvatar.h old mode 100644 new mode 100755 index 20dc2ae42b..b15af0378d --- a/interface/src/avatar/MyAvatar.h +++ b/interface/src/avatar/MyAvatar.h @@ -253,9 +253,6 @@ class MyAvatar : public Avatar { const QString DOMINANT_LEFT_HAND = "left"; const QString DOMINANT_RIGHT_HAND = "right"; - using Clock = std::chrono::system_clock; - using TimePoint = Clock::time_point; - public: enum DriveKeys { TRANSLATE_X = 0, @@ -297,6 +294,8 @@ public: void reset(bool andRecenter = false, bool andReload = true, bool andHead = true); + void setCollisionWithOtherAvatarsFlags() override; + /**jsdoc * @function MyAvatar.resetSensorsAndBody */ @@ -1732,7 +1731,7 @@ private: SharedSoundPointer _collisionSound; MyCharacterController _characterController; - int32_t _previousCollisionGroup { BULLET_COLLISION_GROUP_MY_AVATAR }; + int32_t _previousCollisionMask { BULLET_COLLISION_MASK_MY_AVATAR }; AvatarWeakPointer _lookAtTargetAvatar; glm::vec3 _targetAvatarPosition; diff --git a/interface/src/avatar/MyCharacterController.cpp b/interface/src/avatar/MyCharacterController.cpp index 798dbc91ed..819cb85df8 100755 --- a/interface/src/avatar/MyCharacterController.cpp +++ b/interface/src/avatar/MyCharacterController.cpp @@ -202,6 +202,31 @@ bool MyCharacterController::testRayShotgun(const glm::vec3& position, const glm: return result.hitFraction < 1.0f; } +int32_t MyCharacterController::computeCollisionMask() const { + int32_t collisionMask = BULLET_COLLISION_MASK_MY_AVATAR; + if (_collisionlessAllowed) { + if (_collisionless) { + collisionMask = BULLET_COLLISION_MASK_COLLISIONLESS; + } if (!_collideWithOtherAvatars) { + collisionMask &= ~BULLET_COLLISION_GROUP_OTHER_AVATAR; + } + } + return collisionMask; +} + +void MyCharacterController::handleChangedCollisionMask() { + if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_MASK) { + // ATM the easiest way to update collision groups/masks is to remove/re-add the RigidBody + if (_dynamicsWorld) { + _dynamicsWorld->removeRigidBody(_rigidBody); + int32_t collisionMask = computeCollisionMask(); + _dynamicsWorld->addRigidBody(_rigidBody, BULLET_COLLISION_GROUP_MY_AVATAR, collisionMask); + } + _pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_MASK; + updateCurrentGravity(); + } +} + btConvexHullShape* MyCharacterController::computeShape() const { // HACK: the avatar collides using convex hull with a collision margin equal to // the old capsule radius. Two points define a capsule and additional points are diff --git a/interface/src/avatar/MyCharacterController.h b/interface/src/avatar/MyCharacterController.h old mode 100644 new mode 100755 index fd9caface2..76fe588e71 --- a/interface/src/avatar/MyCharacterController.h +++ b/interface/src/avatar/MyCharacterController.h @@ -42,6 +42,12 @@ public: void setDensity(btScalar density) { _density = density; } + int32_t computeCollisionMask() const override; + void handleChangedCollisionMask() override; + + bool _collideWithOtherAvatars{ true }; + void setCollideWithOtherAvatars(bool collideWithOtherAvatars) { _collideWithOtherAvatars = collideWithOtherAvatars; } + protected: void initRayShotgun(const btCollisionWorld* world); void updateMassProperties() override; diff --git a/interface/src/avatar/MySkeletonModel.cpp b/interface/src/avatar/MySkeletonModel.cpp old mode 100644 new mode 100755 index 356b365f93..26d69841d0 --- a/interface/src/avatar/MySkeletonModel.cpp +++ b/interface/src/avatar/MySkeletonModel.cpp @@ -187,7 +187,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { } } - bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS); + bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS); if (isFlying != _prevIsFlying) { const float FLY_TO_IDLE_HIPS_TRANSITION_TIME = 0.5f; _flyIdleTimer = FLY_TO_IDLE_HIPS_TRANSITION_TIME; @@ -198,7 +198,7 @@ void MySkeletonModel::updateRig(float deltaTime, glm::mat4 parentTransform) { // if hips are not under direct control, estimate the hips position. if (avatarHeadPose.isValid() && !(params.primaryControllerFlags[Rig::PrimaryControllerType_Hips] & (uint8_t)Rig::ControllerFlags::Enabled)) { - bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionGroup() == BULLET_COLLISION_GROUP_COLLISIONLESS); + bool isFlying = (myAvatar->getCharacterController()->getState() == CharacterController::State::Hover || myAvatar->getCharacterController()->computeCollisionMask() == BULLET_COLLISION_MASK_COLLISIONLESS); // timescale in seconds const float TRANS_HORIZ_TIMESCALE = 0.15f; diff --git a/interface/src/avatar/OtherAvatar.cpp b/interface/src/avatar/OtherAvatar.cpp old mode 100644 new mode 100755 index 1f4fdc5e52..c3621ab71b --- a/interface/src/avatar/OtherAvatar.cpp +++ b/interface/src/avatar/OtherAvatar.cpp @@ -46,6 +46,9 @@ OtherAvatar::OtherAvatar(QThread* thread) : Avatar(thread) { connect(_skeletonModel.get(), &Model::setURLFinished, this, &Avatar::setModelURLFinished); connect(_skeletonModel.get(), &Model::rigReady, this, &Avatar::rigReady); connect(_skeletonModel.get(), &Model::rigReset, this, &Avatar::rigReset); + + // add the purple orb + createOrb(); } OtherAvatar::~OtherAvatar() { @@ -135,17 +138,9 @@ void OtherAvatar::rebuildCollisionShape() { } } -void OtherAvatar::updateCollisionGroup(bool myAvatarCollide) { +void OtherAvatar::setCollisionWithOtherAvatarsFlags() { if (_motionState) { - bool collides = _motionState->getCollisionGroup() == BULLET_COLLISION_GROUP_OTHER_AVATAR && myAvatarCollide; - if (_collideWithOtherAvatars != collides) { - if (!myAvatarCollide) { - _collideWithOtherAvatars = false; - } - auto newCollisionGroup = _collideWithOtherAvatars ? BULLET_COLLISION_GROUP_OTHER_AVATAR : BULLET_COLLISION_GROUP_COLLISIONLESS; - _motionState->setCollisionGroup(newCollisionGroup); - _motionState->addDirtyFlags(Simulation::DIRTY_COLLISION_GROUP); - } + _motionState->addDirtyFlags(Simulation::DIRTY_COLLISION_GROUP); } } diff --git a/interface/src/avatar/OtherAvatar.h b/interface/src/avatar/OtherAvatar.h old mode 100644 new mode 100755 index a1dc5724a9..969f551783 --- a/interface/src/avatar/OtherAvatar.h +++ b/interface/src/avatar/OtherAvatar.h @@ -46,7 +46,9 @@ public: bool shouldBeInPhysicsSimulation() const; bool needsPhysicsUpdate() const; - void updateCollisionGroup(bool myAvatarCollide); + bool getCollideWithOtherAvatars() const { return _collideWithOtherAvatars; } + + void setCollisionWithOtherAvatarsFlags() override; void simulate(float deltaTime, bool inView) override; diff --git a/libraries/avatars/src/AvatarData.cpp b/libraries/avatars/src/AvatarData.cpp old mode 100644 new mode 100755 index bbd461907f..a32debf25c --- a/libraries/avatars/src/AvatarData.cpp +++ b/libraries/avatars/src/AvatarData.cpp @@ -1144,6 +1144,9 @@ int AvatarData::parseDataFromBuffer(const QByteArray& buffer) { sourceBuffer += sizeof(AvatarDataPacket::AdditionalFlags); + if (collideWithOtherAvatarsChanged) { + setCollisionWithOtherAvatarsFlags(); + } if (somethingChanged) { _additionalFlagsChanged = now; } diff --git a/libraries/avatars/src/AvatarData.h b/libraries/avatars/src/AvatarData.h old mode 100644 new mode 100755 index 0e7c1f47bd..f83b191700 --- a/libraries/avatars/src/AvatarData.h +++ b/libraries/avatars/src/AvatarData.h @@ -490,11 +490,15 @@ public: /// \return true if an error should be logged bool shouldLogError(const quint64& now); + virtual void setCollisionGroupFlag() {} + /// \param packet byte array of data /// \param offset number of bytes into packet where data starts /// \return number of bytes parsed virtual int parseDataFromBuffer(const QByteArray& buffer); + virtual void setCollisionWithOtherAvatarsFlags() {}; + // Body Rotation (degrees) float getBodyYaw() const; void setBodyYaw(float bodyYaw); diff --git a/libraries/physics/src/CharacterController.cpp b/libraries/physics/src/CharacterController.cpp index 8fd6d4eada..51a2d36693 100755 --- a/libraries/physics/src/CharacterController.cpp +++ b/libraries/physics/src/CharacterController.cpp @@ -109,7 +109,8 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) { } _dynamicsWorld = nullptr; } - int32_t collisionGroup = computeCollisionGroup(); + int32_t collisionMask = computeCollisionMask(); + int32_t collisionGroup = BULLET_COLLISION_GROUP_MY_AVATAR; if (_rigidBody) { updateMassProperties(); } @@ -117,7 +118,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) { // add to new world _dynamicsWorld = world; _pendingFlags &= ~PENDING_FLAG_JUMP; - _dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR); + _dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, collisionMask); _dynamicsWorld->addAction(this); // restore gravity settings because adding an object to the world overwrites its gravity setting _rigidBody->setGravity(_currentGravity * _currentUp); @@ -127,7 +128,7 @@ void CharacterController::setDynamicsWorld(btDynamicsWorld* world) { assert(shape && shape->getShapeType() == CONVEX_HULL_SHAPE_PROXYTYPE); _ghost.setCharacterShape(static_cast(shape)); } - _ghost.setCollisionGroupAndMask(collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR & (~ collisionGroup)); + _ghost.setCollisionGroupAndMask(collisionGroup, collisionMask & (~ collisionGroup)); _ghost.setCollisionWorld(_dynamicsWorld); _ghost.setRadiusAndHalfHeight(_radius, _halfHeight); if (_rigidBody) { @@ -384,8 +385,8 @@ static const char* stateToStr(CharacterController::State state) { #endif // #ifdef DEBUG_STATE_CHANGE void CharacterController::updateCurrentGravity() { - int32_t collisionGroup = computeCollisionGroup(); - if (_state == State::Hover || collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS) { + int32_t collisionMask = computeCollisionMask(); + if (_state == State::Hover || collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS) { _currentGravity = 0.0f; } else { _currentGravity = _gravity; @@ -458,28 +459,7 @@ void CharacterController::setLocalBoundingBox(const glm::vec3& minCorner, const void CharacterController::setCollisionless(bool collisionless) { if (collisionless != _collisionless) { _collisionless = collisionless; - _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_GROUP; - } -} - -int32_t CharacterController::computeCollisionGroup() const { - if (_collisionless) { - return _collisionlessAllowed ? BULLET_COLLISION_GROUP_COLLISIONLESS : BULLET_COLLISION_GROUP_MY_AVATAR; - } else { - return BULLET_COLLISION_GROUP_MY_AVATAR; - } -} - -void CharacterController::handleChangedCollisionGroup() { - if (_pendingFlags & PENDING_FLAG_UPDATE_COLLISION_GROUP) { - // ATM the easiest way to update collision groups is to remove/re-add the RigidBody - if (_dynamicsWorld) { - _dynamicsWorld->removeRigidBody(_rigidBody); - int32_t collisionGroup = computeCollisionGroup(); - _dynamicsWorld->addRigidBody(_rigidBody, collisionGroup, BULLET_COLLISION_MASK_MY_AVATAR); - } - _pendingFlags &= ~PENDING_FLAG_UPDATE_COLLISION_GROUP; - updateCurrentGravity(); + _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK; } } @@ -567,8 +547,8 @@ void CharacterController::applyMotor(int index, btScalar dt, btVector3& worldVel btScalar angle = motor.rotation.getAngle(); btVector3 velocity = worldVelocity.rotate(axis, -angle); - int32_t collisionGroup = computeCollisionGroup(); - if (collisionGroup == BULLET_COLLISION_GROUP_COLLISIONLESS || + int32_t collisionMask = computeCollisionMask(); + if (collisionMask == BULLET_COLLISION_MASK_COLLISIONLESS || _state == State::Hover || motor.hTimescale == motor.vTimescale) { // modify velocity btScalar tau = dt / motor.hTimescale; @@ -708,8 +688,8 @@ void CharacterController::updateState() { btVector3 rayStart = _position; btScalar rayLength = _radius; - int32_t collisionGroup = computeCollisionGroup(); - if (collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) { + int32_t collisionMask = computeCollisionMask(); + if (collisionMask == BULLET_COLLISION_MASK_MY_AVATAR) { rayLength += _scaleFactor * DEFAULT_AVATAR_FALL_HEIGHT; } else { rayLength += MIN_HOVER_HEIGHT; @@ -746,7 +726,7 @@ void CharacterController::updateState() { // disable normal state transitions while collisionless const btScalar MAX_WALKING_SPEED = 2.65f; - if (collisionGroup == BULLET_COLLISION_GROUP_MY_AVATAR) { + if (collisionMask == BULLET_COLLISION_MASK_MY_AVATAR) { switch (_state) { case State::Ground: if (!rayHasHit && !_hasSupport) { @@ -866,6 +846,6 @@ void CharacterController::setFlyingAllowed(bool value) { void CharacterController::setCollisionlessAllowed(bool value) { if (value != _collisionlessAllowed) { _collisionlessAllowed = value; - _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_GROUP; + _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK; } } diff --git a/libraries/physics/src/CharacterController.h b/libraries/physics/src/CharacterController.h old mode 100644 new mode 100755 index 50db2bea12..cac37da0b9 --- a/libraries/physics/src/CharacterController.h +++ b/libraries/physics/src/CharacterController.h @@ -30,7 +30,7 @@ const uint32_t PENDING_FLAG_ADD_TO_SIMULATION = 1U << 0; const uint32_t PENDING_FLAG_REMOVE_FROM_SIMULATION = 1U << 1; const uint32_t PENDING_FLAG_UPDATE_SHAPE = 1U << 2; const uint32_t PENDING_FLAG_JUMP = 1U << 3; -const uint32_t PENDING_FLAG_UPDATE_COLLISION_GROUP = 1U << 4; +const uint32_t PENDING_FLAG_UPDATE_COLLISION_MASK = 1U << 4; const uint32_t PENDING_FLAG_RECOMPUTE_FLYING = 1U << 5; const float DEFAULT_MIN_FLOOR_NORMAL_DOT_UP = cosf(PI / 3.0f); @@ -120,14 +120,16 @@ public: bool isStuck() const { return _isStuck; } void setCollisionless(bool collisionless); - int32_t computeCollisionGroup() const; - void handleChangedCollisionGroup(); + + virtual int32_t computeCollisionMask() const = 0; + virtual void handleChangedCollisionMask() = 0; bool getRigidBodyLocation(glm::vec3& avatarRigidBodyPosition, glm::quat& avatarRigidBodyRotation); void setFlyingAllowed(bool value); void setCollisionlessAllowed(bool value); + void setPendingFlagsUpdateCollisionMask(){ _pendingFlags |= PENDING_FLAG_UPDATE_COLLISION_MASK; } protected: #ifdef DEBUG_STATE_CHANGE