diff options
author | Erwin Coumans <blender@erwincoumans.com> | 2008-10-10 09:32:04 +0400 |
---|---|---|
committer | Erwin Coumans <blender@erwincoumans.com> | 2008-10-10 09:32:04 +0400 |
commit | 7995395fd2a6ad503c70cf3bd463b579b2fd9386 (patch) | |
tree | b599b6eced36f70ffdd0aec977f3d5789b246c09 /source/gameengine | |
parent | 3c27b8034b624d23024e3ece23639bd428f2788f (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.cpp | 4 |
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)); |