Port collision and layer masks to 3D, fixes #1759
Raycasts now have type_mask and layer_mask. Areas - collision_mask and layer_mask. PhysicsBodies needed only collision_mask.
This commit is contained in:
@ -221,7 +221,7 @@ bool BodyPairSW::_test_ccd(float p_step,BodySW *p_A, int p_shape_A,const Transfo
|
||||
bool BodyPairSW::setup(float p_step) {
|
||||
|
||||
//cannot collide
|
||||
if ((A->get_layer_mask()&B->get_layer_mask())==0 || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC && A->get_max_contacts_reported()==0 && B->get_max_contacts_reported()==0)) {
|
||||
if (!A->test_collision_mask(B) || A->has_exception(B->get_self()) || B->has_exception(A->get_self()) || (A->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC && B->get_mode()<=PhysicsServer::BODY_MODE_KINEMATIC && A->get_max_contacts_reported()==0 && B->get_max_contacts_reported()==0)) {
|
||||
collided=false;
|
||||
return false;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user