BulletSim: fix Mantis 7798: land collisions not working.
parent
d4e88f8883
commit
22501ea06d
|
@ -463,11 +463,15 @@ public abstract class BSPhysObject : PhysicsActor
|
||||||
bool ret = false;
|
bool ret = false;
|
||||||
|
|
||||||
// if 'collidee' is null, that means it is terrain
|
// if 'collidee' is null, that means it is terrain
|
||||||
uint collideeLocalID = (collidee == null) ? PhysScene.TerrainManager.HighestTerrainID : collidee.LocalID;
|
uint collideeLocalID = (collidee == null) ? BSScene.TERRAIN_ID : collidee.LocalID;
|
||||||
|
// All terrain goes by the TERRAIN_ID id when passed up as a collision
|
||||||
|
if (collideeLocalID <= PhysScene.TerrainManager.HighestTerrainID) {
|
||||||
|
collideeLocalID = BSScene.TERRAIN_ID;
|
||||||
|
}
|
||||||
|
|
||||||
// The following lines make IsColliding(), CollidingGround() and CollidingObj work
|
// The following lines make IsColliding(), CollidingGround() and CollidingObj work
|
||||||
CollidingStep = PhysScene.SimulationStep;
|
CollidingStep = PhysScene.SimulationStep;
|
||||||
if (collideeLocalID <= PhysScene.TerrainManager.HighestTerrainID)
|
if (collideeLocalID == BSScene.TERRAIN_ID)
|
||||||
{
|
{
|
||||||
CollidingGroundStep = PhysScene.SimulationStep;
|
CollidingGroundStep = PhysScene.SimulationStep;
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue