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authorErwin Coumans <blender@erwincoumans.com>2008-10-10 09:32:04 +0400
committerErwin Coumans <blender@erwincoumans.com>2008-10-10 09:32:04 +0400
commit7995395fd2a6ad503c70cf3bd463b579b2fd9386 (patch)
treeb599b6eced36f70ffdd0aec977f3d5789b246c09 /source/gameengine
parent3c27b8034b624d23024e3ece23639bd428f2788f (diff)
fix: leave default behaviour the same to be backward compatible with previous rigid body constraints: No Collision between linked objects if button is pressed.
Diffstat (limited to 'source/gameengine')
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 82fa084a615..505db944097 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -887,7 +887,7 @@ int CcdPhysicsEnvironment::createUniversalD6Constraint(
)
{
- bool disableCollisionBetweenLinkedBodies = (0==(flags & CCD_CONSTRAINT_DISABLE_LINKED_COLLISION));
+ bool disableCollisionBetweenLinkedBodies = (0!=(flags & CCD_CONSTRAINT_DISABLE_LINKED_COLLISION));
//we could either add some logic to recognize ball-socket and hinge, or let that up to the user
//perhaps some warning or hint that hinge/ball-socket is more efficient?
@@ -1496,7 +1496,7 @@ int CcdPhysicsEnvironment::createConstraint(class PHY_IPhysicsController* ctrl
)
{
- bool disableCollisionBetweenLinkedBodies = (0==(flags & CCD_CONSTRAINT_DISABLE_LINKED_COLLISION));
+ bool disableCollisionBetweenLinkedBodies = (0!=(flags & CCD_CONSTRAINT_DISABLE_LINKED_COLLISION));