Remove some unneeded bits from collision mask

deque
scrawl 10 years ago
parent 88da7f5157
commit cd52002740

@ -387,7 +387,7 @@ namespace Physic
mHeightFieldMap [name] = hf;
mDynamicsWorld->addRigidBody(body,CollisionType_HeightMap,
CollisionType_World|CollisionType_Actor|CollisionType_Raycasting);
CollisionType_Actor|CollisionType_Raycasting);
}
void PhysicEngine::removeHeightField(int x, int y)
@ -494,7 +494,7 @@ namespace Physic
{
assert (mCollisionObjectMap.find(name) == mCollisionObjectMap.end());
mCollisionObjectMap[name] = body;
mDynamicsWorld->addRigidBody(body,CollisionType_World,CollisionType_World|CollisionType_Actor|CollisionType_HeightMap);
mDynamicsWorld->addRigidBody(body,CollisionType_World,CollisionType_Actor|CollisionType_HeightMap);
}
else
{

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