Merge branch 'master' of https://github.com/highfidelity/hifi into team-teaching

This commit is contained in:
ZappoMan 2015-06-05 11:06:10 -07:00
commit f8a2fff5a7
17 changed files with 221 additions and 90 deletions

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@ -10,6 +10,7 @@
//
#include <PhysicsHelpers.h>
#include <PhysicsCollisionGroups.h>
#include "Avatar.h"
#include "AvatarMotionState.h"
@ -151,6 +152,11 @@ QUuid AvatarMotionState::getSimulatorID() const {
void AvatarMotionState::bump() {
}
// virtual
int16_t AvatarMotionState::computeCollisionGroup() {
return COLLISION_GROUP_OTHER_AVATAR;
}
// virtual
void AvatarMotionState::clearObjectBackPointer() {
ObjectMotionState::clearObjectBackPointer();

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@ -61,6 +61,8 @@ public:
void addDirtyFlags(uint32_t flags) { _dirtyFlags |= flags; }
virtual int16_t computeCollisionGroup();
friend class AvatarManager;
protected:

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@ -59,7 +59,8 @@ void RenderableDebugableEntityItem::render(EntityItem* entity, RenderArgs* args)
renderBoundingBox(entity, args, 0.3f, yellowColor);
}
if (PhysicsEngine::physicsInfoIsActive(entity->getPhysicsInfo())) {
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(entity->getPhysicsInfo());
if (motionState && motionState->isActive()) {
renderHoverDot(entity, args);
}
}

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@ -8,10 +8,13 @@
#include "RenderableWebEntityItem.h"
#include <QMouseEvent>
#include <glm/gtx/quaternion.hpp>
#include <gpu/GPUConfig.h>
#include <GlowEffect.h>
#include <DeferredLightingEffect.h>
#include <GeometryCache.h>
#include <PerfStat.h>
@ -64,7 +67,6 @@ RenderableWebEntityItem::~RenderableWebEntityItem() {
void RenderableWebEntityItem::render(RenderArgs* args) {
QOpenGLContext * currentContext = QOpenGLContext::currentContext();
QSurface * currentSurface = currentContext->surface();
if (!_webSurface) {
_webSurface = new OffscreenQmlSurface();
_webSurface->create(currentContext);
@ -98,16 +100,35 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
return;
}
if (event->button() == Qt::MouseButton::RightButton) {
if (event->type() == QEvent::MouseButtonPress) {
const QMouseEvent* mouseEvent = static_cast<const QMouseEvent*>(event);
_lastPress = toGlm(mouseEvent->pos());
}
}
if (intersection.entityID == getID()) {
if (event->button() == Qt::MouseButton::RightButton) {
if (event->type() == QEvent::MouseButtonRelease) {
AbstractViewStateInterface::instance()->postLambdaEvent([this] {
QMetaObject::invokeMethod(_webSurface->getRootItem(), "goBack");
});
const QMouseEvent* mouseEvent = static_cast<const QMouseEvent*>(event);
ivec2 dist = glm::abs(toGlm(mouseEvent->pos()) - _lastPress);
if (!glm::any(glm::greaterThan(dist, ivec2(1)))) {
AbstractViewStateInterface::instance()->postLambdaEvent([this] {
QMetaObject::invokeMethod(_webSurface->getRootItem(), "goBack");
});
}
_lastPress = ivec2(INT_MIN);
}
return;
}
// FIXME doesn't work... double click events not received
if (event->type() == QEvent::MouseButtonDblClick) {
AbstractViewStateInterface::instance()->postLambdaEvent([this] {
_webSurface->getRootItem()->setProperty("url", _sourceUrl);
});
}
if (event->button() == Qt::MouseButton::MiddleButton) {
if (event->type() == QEvent::MouseButtonRelease) {
AbstractViewStateInterface::instance()->postLambdaEvent([this] {
@ -133,6 +154,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
QCoreApplication::sendEvent(_webSurface->getWindow(), &mappedEvent);
}
};
EntityTreeRenderer* renderer = static_cast<EntityTreeRenderer*>(args->_renderer);
QObject::connect(renderer, &EntityTreeRenderer::mousePressOnEntity, forwardMouseEvent);
QObject::connect(renderer, &EntityTreeRenderer::mouseReleaseOnEntity, forwardMouseEvent);
@ -147,6 +169,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
_webSurface->resize(QSize(dims.x, dims.y));
currentContext->makeCurrent(currentSurface);
Glower glow(0);
PerformanceTimer perfTimer("RenderableWebEntityItem::render");
Q_ASSERT(getType() == EntityTypes::Web);
static const glm::vec2 texMin(0.0f);
@ -168,6 +191,7 @@ void RenderableWebEntityItem::render(RenderArgs* args) {
}
void RenderableWebEntityItem::setSourceUrl(const QString& value) {
qDebug() << "Setting web entity source URL to " << value;
if (_sourceUrl != value) {
_sourceUrl = value;
if (_webSurface) {

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@ -33,6 +33,7 @@ private:
OffscreenQmlSurface* _webSurface{ nullptr };
QMetaObject::Connection _connection;
uint32_t _texture{ 0 };
ivec2 _lastPress{ INT_MIN };
QMutex _textureLock;
};

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@ -945,31 +945,38 @@ void EntityItem::getAllTerseUpdateProperties(EntityItemProperties& properties) c
bool EntityItem::setProperties(const EntityItemProperties& properties) {
bool somethingChanged = false;
SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, updatePosition); // this will call recalculate collision shape if needed
SET_ENTITY_PROPERTY_FROM_PROPERTIES(dimensions, updateDimensions); // NOTE: radius is obsolete
// these affect TerseUpdate properties
SET_ENTITY_PROPERTY_FROM_PROPERTIES(position, updatePosition);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(rotation, updateRotation);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(density, updateDensity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(velocity, updateVelocity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(gravity, updateGravity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularVelocity, updateAngularVelocity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(acceleration, setAcceleration);
// these (along with "position" above) affect tree structure
SET_ENTITY_PROPERTY_FROM_PROPERTIES(dimensions, updateDimensions);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(registrationPoint, setRegistrationPoint);
// these (along with all properties above) affect the simulation
SET_ENTITY_PROPERTY_FROM_PROPERTIES(density, updateDensity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(gravity, updateGravity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(damping, updateDamping);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularDamping, updateAngularDamping);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(restitution, updateRestitution);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(friction, updateFriction);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(ignoreForCollisions, updateIgnoreForCollisions);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionsWillMove, updateCollisionsWillMove);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(created, updateCreated);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(lifetime, updateLifetime);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(simulatorID, updateSimulatorID);
// non-simulation properties below
SET_ENTITY_PROPERTY_FROM_PROPERTIES(script, setScript);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionSoundURL, setCollisionSoundURL);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(registrationPoint, setRegistrationPoint);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularVelocity, updateAngularVelocity);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(angularDamping, updateAngularDamping);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(glowLevel, setGlowLevel);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(localRenderAlpha, setLocalRenderAlpha);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(visible, setVisible);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(ignoreForCollisions, updateIgnoreForCollisions);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(collisionsWillMove, updateCollisionsWillMove);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(locked, setLocked);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(userData, setUserData);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(simulatorID, updateSimulatorID);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(marketplaceID, setMarketplaceID);
SET_ENTITY_PROPERTY_FROM_PROPERTIES(name, setName);

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@ -128,37 +128,45 @@ EntityItemProperties EntityScriptingInterface::getEntityProperties(QUuid identit
return results;
}
QUuid EntityScriptingInterface::editEntity(QUuid id, const EntityItemProperties& properties) {
QUuid EntityScriptingInterface::editEntity(QUuid id, EntityItemProperties properties) {
EntityItemID entityID(id);
// If we have a local entity tree set, then also update it.
if (_entityTree) {
_entityTree->lockForWrite();
_entityTree->updateEntity(entityID, properties);
bool updatedEntity = _entityTree->updateEntity(entityID, properties);
_entityTree->unlock();
}
// make sure the properties has a type, so that the encode can know which properties to include
if (properties.getType() == EntityTypes::Unknown) {
EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);
if (entity) {
// we need to change the outgoing properties, so we make a copy, modify, and send.
EntityItemProperties modifiedProperties = properties;
entity->setLastBroadcast(usecTimestampNow());
modifiedProperties.setType(entity->getType());
if (modifiedProperties.hasTerseUpdateChanges()) {
// we make a bid for (or assert) our simulation ownership
auto nodeList = DependencyManager::get<NodeList>();
const QUuid myNodeID = nodeList->getSessionUUID();
modifiedProperties.setSimulatorID(myNodeID);
if (entity->getSimulatorID() == myNodeID) {
// we think we already own simulation, so make sure we send ALL TerseUpdate properties
entity->getAllTerseUpdateProperties(modifiedProperties);
if (updatedEntity) {
_entityTree->lockForRead();
EntityItemPointer entity = _entityTree->findEntityByEntityItemID(entityID);
if (entity) {
// make sure the properties has a type, so that the encode can know which properties to include
properties.setType(entity->getType());
if (properties.hasTerseUpdateChanges()) {
auto nodeList = DependencyManager::get<NodeList>();
const QUuid myNodeID = nodeList->getSessionUUID();
if (entity->getSimulatorID() == myNodeID) {
// we think we already own the simulation, so make sure to send ALL TerseUpdate properties
entity->getAllTerseUpdateProperties(properties);
// TODO: if we knew that ONLY TerseUpdate properties have changed in properties AND the object
// is dynamic AND it is active in the physics simulation then we could chose to NOT queue an update
// and instead let the physics simulation decide when to send a terse update. This would remove
// the "slide-no-rotate" glitch (and typical a double-update) that we see during the "poke rolling
// balls" test. However, even if we solve this problem we still need to provide a "slerp the visible
// proxy toward the true physical position" feature to hide the final glitches in the remote watcher's
// simulation.
}
// we make a bid for (or assert existing) simulation ownership
properties.setSimulatorID(myNodeID);
}
entity->setLastBroadcast(usecTimestampNow());
}
queueEntityMessage(PacketTypeEntityEdit, entityID, modifiedProperties);
_entityTree->unlock();
queueEntityMessage(PacketTypeEntityEdit, entityID, properties);
return id;
}
return QUuid();
}
queueEntityMessage(PacketTypeEntityEdit, entityID, properties);

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@ -79,7 +79,7 @@ public slots:
/// edits a model updating only the included properties, will return the identified EntityItemID in case of
/// successful edit, if the input entityID is for an unknown model this function will have no effect
Q_INVOKABLE QUuid editEntity(QUuid entityID, const EntityItemProperties& properties);
Q_INVOKABLE QUuid editEntity(QUuid entityID, EntityItemProperties properties);
/// deletes a model
Q_INVOKABLE void deleteEntity(QUuid entityID);

View file

@ -3,6 +3,8 @@
#include <BulletCollision/CollisionDispatch/btCollisionWorld.h>
#include <LinearMath/btDefaultMotionState.h>
#include <PhysicsCollisionGroups.h>
#include "BulletUtil.h"
#include "DynamicCharacterController.h"
@ -267,7 +269,7 @@ void DynamicCharacterController::setDynamicsWorld(btDynamicsWorld* world) {
if (world && _rigidBody) {
_dynamicsWorld = world;
_pendingFlags &= ~ PENDING_FLAG_JUMP;
_dynamicsWorld->addRigidBody(_rigidBody);
_dynamicsWorld->addRigidBody(_rigidBody, COLLISION_GROUP_MY_AVATAR, COLLISION_MASK_MY_AVATAR);
_dynamicsWorld->addAction(this);
//reset(_dynamicsWorld);
}

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@ -11,6 +11,7 @@
#include <EntityItem.h>
#include <EntityEditPacketSender.h>
#include <PhysicsCollisionGroups.h>
#include "BulletUtil.h"
#include "EntityMotionState.h"
@ -49,24 +50,17 @@ EntityMotionState::~EntityMotionState() {
assert(!_entity);
}
void EntityMotionState::updateServerPhysicsVariables(uint32_t flags) {
if (flags & EntityItem::DIRTY_POSITION) {
_serverPosition = _entity->getPosition();
}
if (flags & EntityItem::DIRTY_ROTATION) {
_serverRotation = _entity->getRotation();
}
if (flags & EntityItem::DIRTY_LINEAR_VELOCITY) {
_serverVelocity = _entity->getVelocity();
}
if (flags & EntityItem::DIRTY_ANGULAR_VELOCITY) {
_serverAngularVelocity = _entity->getAngularVelocity();
}
void EntityMotionState::updateServerPhysicsVariables() {
_serverPosition = _entity->getPosition();
_serverRotation = _entity->getRotation();
_serverVelocity = _entity->getVelocity();
_serverAngularVelocity = _entity->getAngularVelocity();
_serverAcceleration = _entity->getAcceleration();
}
// virtual
void EntityMotionState::handleEasyChanges(uint32_t flags) {
updateServerPhysicsVariables(flags);
updateServerPhysicsVariables();
ObjectMotionState::handleEasyChanges(flags);
if (flags & EntityItem::DIRTY_SIMULATOR_ID) {
_loopsWithoutOwner = 0;
@ -94,7 +88,7 @@ void EntityMotionState::handleEasyChanges(uint32_t flags) {
// virtual
void EntityMotionState::handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine) {
updateServerPhysicsVariables(flags);
updateServerPhysicsVariables();
ObjectMotionState::handleHardAndEasyChanges(flags, engine);
}
@ -524,3 +518,16 @@ QString EntityMotionState::getName() {
}
return "";
}
// virtual
int16_t EntityMotionState::computeCollisionGroup() {
switch (computeObjectMotionType()){
case MOTION_TYPE_STATIC:
return COLLISION_GROUP_STATIC;
case MOTION_TYPE_KINEMATIC:
return COLLISION_GROUP_KINEMATIC;
default:
break;
}
return COLLISION_GROUP_DEFAULT;
}

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@ -28,7 +28,7 @@ public:
EntityMotionState(btCollisionShape* shape, EntityItemPointer item);
virtual ~EntityMotionState();
void updateServerPhysicsVariables(uint32_t flags);
void updateServerPhysicsVariables();
virtual void handleEasyChanges(uint32_t flags);
virtual void handleHardAndEasyChanges(uint32_t flags, PhysicsEngine* engine);
@ -78,6 +78,8 @@ public:
virtual QString getName();
virtual int16_t computeCollisionGroup();
friend class PhysicalEntitySimulation;
protected:

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@ -203,3 +203,4 @@ void ObjectMotionState::updateBodyMassProperties() {
_body->setMassProps(mass, inertia);
_body->updateInertiaTensor();
}

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@ -124,6 +124,10 @@ public:
virtual QString getName() { return ""; }
virtual int16_t computeCollisionGroup() = 0;
bool isActive() const { return _body ? _body->isActive() : false; }
friend class PhysicsEngine;
protected:

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@ -9,6 +9,8 @@
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include <PhysicsCollisionGroups.h>
#include "ObjectMotionState.h"
#include "PhysicsEngine.h"
#include "PhysicsHelpers.h"
@ -23,8 +25,19 @@ uint32_t PhysicsEngine::getNumSubsteps() {
}
PhysicsEngine::PhysicsEngine(const glm::vec3& offset) :
_originOffset(offset),
_characterController(nullptr) {
_originOffset(offset),
_characterController(nullptr) {
// build table of masks with their group as the key
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_DEFAULT), COLLISION_MASK_DEFAULT);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_STATIC), COLLISION_MASK_STATIC);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_KINEMATIC), COLLISION_MASK_KINEMATIC);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_DEBRIS), COLLISION_MASK_DEBRIS);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_TRIGGER), COLLISION_MASK_TRIGGER);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_MY_AVATAR), COLLISION_MASK_MY_AVATAR);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_MY_ATTACHMENT), COLLISION_MASK_MY_ATTACHMENT);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_OTHER_AVATAR), COLLISION_MASK_OTHER_AVATAR);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_OTHER_ATTACHMENT), COLLISION_MASK_OTHER_ATTACHMENT);
_collisionMasks.insert(btHashInt((int)COLLISION_GROUP_COLLISIONLESS), COLLISION_MASK_COLLISIONLESS);
}
PhysicsEngine::~PhysicsEngine() {
@ -125,7 +138,8 @@ void PhysicsEngine::addObject(ObjectMotionState* motionState) {
body->setFlags(BT_DISABLE_WORLD_GRAVITY);
motionState->updateBodyMaterialProperties();
_dynamicsWorld->addRigidBody(body);
int16_t group = motionState->computeCollisionGroup();
_dynamicsWorld->addRigidBody(body, group, getCollisionMask(group));
motionState->getAndClearIncomingDirtyFlags();
}
@ -419,34 +433,7 @@ void PhysicsEngine::setCharacterController(DynamicCharacterController* character
}
}
bool PhysicsEngine::physicsInfoIsActive(void* physicsInfo) {
if (!physicsInfo) {
return false;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* body = motionState->getRigidBody();
if (!body) {
return false;
}
return body->isActive();
}
bool PhysicsEngine::getBodyLocation(void* physicsInfo, glm::vec3& positionReturn, glm::quat& rotationReturn) {
if (!physicsInfo) {
return false;
}
ObjectMotionState* motionState = static_cast<ObjectMotionState*>(physicsInfo);
btRigidBody* body = motionState->getRigidBody();
if (!body) {
return false;
}
const btTransform& worldTrans = body->getCenterOfMassTransform();
positionReturn = bulletToGLM(worldTrans.getOrigin()) + ObjectMotionState::getWorldOffset();
rotationReturn = bulletToGLM(worldTrans.getRotation());
return true;
int16_t PhysicsEngine::getCollisionMask(int16_t group) const {
const int16_t* mask = _collisionMasks.find(btHashInt((int)group));
return mask ? *mask : COLLISION_MASK_DEFAULT;
}

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@ -91,8 +91,7 @@ public:
void dumpNextStats() { _dumpNextStats = true; }
static bool physicsInfoIsActive(void* physicsInfo);
static bool getBodyLocation(void* physicsInfo, glm::vec3& positionReturn, glm::quat& rotationReturn);
int16_t getCollisionMask(int16_t group) const;
private:
void removeContacts(ObjectMotionState* motionState);
@ -121,6 +120,7 @@ private:
QUuid _sessionID;
CollisionEvents _collisionEvents;
btHashMap<btHashInt, int16_t> _collisionMasks;
};
#endif // hifi_PhysicsEngine_h

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@ -0,0 +1,79 @@
//
// PhysicsCollisionGroups.h
// libraries/shared/src
//
// Created by Andrew Meadows 2015.06.03
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#ifndef hifi_PhysicsCollisionGroups_h
#define hifi_PhysicsCollisionGroups_h
#include <stdint.h>
/* Note: These are the Bullet collision groups defined in btBroadphaseProxy. Only
* DefaultFilter and StaticFilter are explicitly used by Bullet (when the collision
* filter of an object is not manually specified), the rest are merely suggestions.
*
enum CollisionFilterGroups {
DefaultFilter = 1,
StaticFilter = 2,
KinematicFilter = 4,
DebrisFilter = 8,
SensorTrigger = 16,
CharacterFilter = 32,
AllFilter = -1
}
*
* When using custom collision filters we pretty much need to do all or nothing.
* We'll be doing it all which means we define our own groups and build custom masks
* for everything.
*
*/
const int16_t COLLISION_GROUP_DEFAULT = 1 << 0;
const int16_t COLLISION_GROUP_STATIC = 1 << 1;
const int16_t COLLISION_GROUP_KINEMATIC = 1 << 2;
const int16_t COLLISION_GROUP_DEBRIS = 1 << 3;
const int16_t COLLISION_GROUP_TRIGGER = 1 << 4;
const int16_t COLLISION_GROUP_MY_AVATAR = 1 << 5;
const int16_t COLLISION_GROUP_OTHER_AVATAR = 1 << 6;
const int16_t COLLISION_GROUP_MY_ATTACHMENT = 1 << 7;
const int16_t COLLISION_GROUP_OTHER_ATTACHMENT = 1 << 8;
// ...
const int16_t COLLISION_GROUP_COLLISIONLESS = 1 << 15;
/* Note: In order for objectA to collide with objectB at the filter stage
* both (groupA & maskB) and (groupB & maskA) must be non-zero.
*/
// DEFAULT collides with everything except COLLISIONLESS
const int16_t COLLISION_MASK_DEFAULT = ~ COLLISION_GROUP_COLLISIONLESS;
// STATIC also doesn't collide with other STATIC
const int16_t COLLISION_MASK_STATIC = ~ (COLLISION_GROUP_COLLISIONLESS | COLLISION_MASK_STATIC);
const int16_t COLLISION_MASK_KINEMATIC = COLLISION_MASK_DEFAULT;
// DEBRIS also doesn't collide with other DEBRIS, or TRIGGER
const int16_t COLLISION_MASK_DEBRIS = ~ (COLLISION_GROUP_COLLISIONLESS
| COLLISION_GROUP_DEBRIS
| COLLISION_GROUP_TRIGGER);
// TRIGGER also doesn't collide with DEBRIS, TRIGGER, or STATIC (TRIGGER only detects moveable things that matter)
const int16_t COLLISION_MASK_TRIGGER = COLLISION_MASK_DEBRIS & ~(COLLISION_GROUP_STATIC);
// AVATAR also doesn't collide with corresponding ATTACHMENTs
const int16_t COLLISION_MASK_MY_AVATAR = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_MY_ATTACHMENT);
const int16_t COLLISION_MASK_MY_ATTACHMENT = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_MY_AVATAR);
const int16_t COLLISION_MASK_OTHER_AVATAR = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_OTHER_ATTACHMENT);
const int16_t COLLISION_MASK_OTHER_ATTACHMENT = ~(COLLISION_GROUP_COLLISIONLESS | COLLISION_GROUP_OTHER_AVATAR);
// COLLISIONLESS gets an empty mask.
const int16_t COLLISION_MASK_COLLISIONLESS = 0;
#endif // hifi_PhysicsCollisionGroups_h

View file

@ -5,7 +5,7 @@
// Created by Andrew Meadows 2015.01.27
// Unless otherwise copyrighted: Copyright 2015 High Fidelity, Inc.
//
// Unless otherwise licensced: Distributed under the Apache License, Version 2.0.
// Unless otherwise licensed: Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//