BulletSim: update collision flags to make sure they fit in the shorts provided.
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@ -249,7 +249,7 @@ public enum CollisionFlags : uint
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BS_VEHICLE_COLLISIONS = 1 << 12, // return collisions for vehicle ground checking
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BS_RETURN_ROOT_COMPOUND_SHAPE = 1 << 13, // return the pos/rot of the root shape in a compound shape
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BS_NONE = 0,
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BS_ALL = 0xFFFFFFFF
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BS_ALL = 0x7FFF // collision flags are a signed short
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};
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// Values f collisions groups and masks
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@ -265,14 +265,14 @@ public enum CollisionFilterGroups : uint
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BDebrisGroup = 1 << 3, // 0008
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BSensorTrigger = 1 << 4, // 0010
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BCharacterGroup = 1 << 5, // 0020
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BAllGroup = 0x000FFFFF,
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BAllGroup = 0x0007FFF, // collision flags are a signed short
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// Filter groups defined by BulletSim
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BGroundPlaneGroup = 1 << 10, // 0400
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BTerrainGroup = 1 << 11, // 0800
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BRaycastGroup = 1 << 12, // 1000
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BSolidGroup = 1 << 13, // 2000
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BGroundPlaneGroup = 1 << 8, // 0400
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BTerrainGroup = 1 << 9, // 0800
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BRaycastGroup = 1 << 10, // 1000
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BSolidGroup = 1 << 11, // 2000
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// BLinksetGroup = xx // a linkset proper is either static or dynamic
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BLinksetChildGroup = 1 << 14, // 4000
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BLinksetChildGroup = 1 << 12, // 4000
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};
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// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
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