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authorBenoit Bolsee <benoit.bolsee@online.be>2008-03-01 22:17:37 +0300
committerBenoit Bolsee <benoit.bolsee@online.be>2008-03-01 22:17:37 +0300
commit3cf5b1d6fb87f0eac94893dbe8b9fff688eac54e (patch)
tree9dfb0e01ac66611eaef99c4964e812dc21e4d902 /source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
parent407b2d334d2facab83f847045aca45cc9ab49cde (diff)
Radar/Near sensor performance problem fixed
Diffstat (limited to 'source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
index 6ea13f3a5e3..5de2ab1b2dc 100644
--- a/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
+++ b/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
@@ -1123,7 +1123,9 @@ void KX_ConvertBulletObject( class KX_GameObject* gameobj,
ci.m_angularDamping = 1.f - shapeprops->m_ang_drag;
//need a bit of damping, else system doesn't behave well
ci.m_inertiaFactor = shapeprops->m_inertia/0.4f;//defaults to 0.4, don't want to change behaviour
-
+ ci.m_collisionFilterGroup = (isbulletdyna) ? short(CcdConstructionInfo::DefaultFilter) : short(CcdConstructionInfo::StaticFilter);
+ ci.m_collisionFilterMask = (isbulletdyna) ? short(CcdConstructionInfo::AllFilter) : short(CcdConstructionInfo::AllFilter ^ CcdConstructionInfo::StaticFilter);
+
KX_BulletPhysicsController* physicscontroller = new KX_BulletPhysicsController(ci,isbulletdyna);
if (objprop->m_in_active_layer)