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Doors no longer get hindered by actors that have collision disabled
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parent
04b90b7d14
commit
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1 changed files with 5 additions and 2 deletions
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@ -531,8 +531,10 @@ namespace Physic
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const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
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const btCollisionObjectWrapper* colObj1Wrap,int partId1,int index1)
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{
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{
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const RigidBody* body = dynamic_cast<const RigidBody*>(colObj0Wrap->m_collisionObject);
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const RigidBody* body = dynamic_cast<const RigidBody*>(colObj0Wrap->m_collisionObject);
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if (body)
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if (body && !(colObj0Wrap->m_collisionObject->getBroadphaseHandle()->m_collisionFilterGroup
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& CollisionType_Raycasting))
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mResult.push_back(body->mName);
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mResult.push_back(body->mName);
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return 0.f;
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return 0.f;
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}
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}
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#else
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#else
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@ -540,7 +542,8 @@ namespace Physic
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const btCollisionObject* col1, int partId1, int index1)
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const btCollisionObject* col1, int partId1, int index1)
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{
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{
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const RigidBody* body = dynamic_cast<const RigidBody*>(col0);
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const RigidBody* body = dynamic_cast<const RigidBody*>(col0);
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if (body)
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if (body && !(col0->getBroadphaseHandle()->m_collisionFilterGroup
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& CollisionType_Raycasting))
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mResult.push_back(body->mName);
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mResult.push_back(body->mName);
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return 0.f;
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return 0.f;
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}
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}
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