From 7995395fd2a6ad503c70cf3bd463b579b2fd9386 Mon Sep 17 00:00:00 2001 From: Erwin Coumans Date: Fri, 10 Oct 2008 05:32:04 +0000 Subject: fix: leave default behaviour the same to be backward compatible with previous rigid body constraints: No Collision between linked objects if button is pressed. --- source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'source/gameengine') 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)); -- cgit v1.2.3