From c80ff61d40421f931b2ee219a1b1f8c0cbcf694d Mon Sep 17 00:00:00 2001 From: Sergej Reich Date: Sun, 28 Apr 2013 21:40:54 +0000 Subject: bullet: Fix avoiding collision response between static/kinematic objects Sent patch upstream. Fixes [#35115] Character physics type fails collision with static type with an action on 2.67 rc --- .../ConstraintSolver/btSequentialImpulseConstraintSolver.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'extern/bullet2') diff --git a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp index 0ccadea7ab8..5f9437b7add 100644 --- a/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp +++ b/extern/bullet2/src/BulletDynamics/ConstraintSolver/btSequentialImpulseConstraintSolver.cpp @@ -766,7 +766,7 @@ void btSequentialImpulseConstraintSolver::convertContact(btPersistentManifold* m ///avoid collision response between two static objects - if (!solverBodyA || (!solverBodyA->m_originalBody && (!solverBodyB || !solverBodyB->m_originalBody))) + if (!solverBodyA || (solverBodyA->m_invMass.isZero() && (!solverBodyB || solverBodyB->m_invMass.isZero()))) return; int rollingFriction=1; -- cgit v1.2.3