diff options
Diffstat (limited to 'source/gameengine/Physics/Bullet')
-rw-r--r-- | source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp | 21 |
1 files changed, 20 insertions, 1 deletions
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp index e43ddb303e9..687fc116234 100644 --- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp +++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp @@ -2208,10 +2208,29 @@ bool CcdOverlapFilterCallBack::needBroadphaseCollision(btBroadphaseProxy* proxy0 { btCollisionObject *colObj0, *colObj1; CcdPhysicsController *sensorCtrl, *objCtrl; + + KX_GameObject *kxObj0 = KX_GameObject::GetClientObject( + (KX_ClientObjectInfo*) + ((CcdPhysicsController*) + (((btCollisionObject*)proxy0->m_clientObject)->getUserPointer())) + ->getNewClientInfo()); + KX_GameObject *kxObj1 = KX_GameObject::GetClientObject( + (KX_ClientObjectInfo*) + ((CcdPhysicsController*) + (((btCollisionObject*)proxy1->m_clientObject)->getUserPointer())) + ->getNewClientInfo()); + + // First check the filters. Note that this is called during scene + // conversion, so we can't assume the KX_GameObject instances exist. This + // may make some objects erroneously collide on the first frame, but the + // alternative is to have them erroneously miss. bool collides; - // first check the filters collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0; collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask); + if (kxObj0 && kxObj1) { + collides = collides && kxObj0->CheckCollision(kxObj1); + collides = collides && kxObj1->CheckCollision(kxObj0); + } if (!collides) return false; |