BulletSim: update collision flags to make sure they fit in the shorts provided.

varregion
Robert Adams 2013-10-26 21:20:19 -07:00
parent 5be8f6632b
commit 93d5d66fbd
1 changed files with 7 additions and 7 deletions

View File

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