BulletSim: Fix linkset crash. Caused by the different body and shape

pointers at runtime and at taint-time. Now passes the body into the
    taint.
Vehicles zero inertia when active to eliminate Bullet's contribution
    to vehicle motion.
This commit is contained in:
Robert Adams
2012-09-27 08:23:29 -07:00
parent 4589bc84a3
commit f82b903dee
9 changed files with 182 additions and 94 deletions

View File

@@ -369,16 +369,16 @@ public enum CollisionFilterGroups : uint
BSolidFilter = 1 << 13,
// The collsion filters and masked are defined in one place -- don't want them scattered
AvatarFilter = BDefaultFilter | BCharacterFilter | BSolidFilter,
AvatarFilter = BCharacterFilter,
AvatarMask = BAllFilter,
ObjectFilter = BDefaultFilter | BSolidFilter,
ObjectFilter = BSolidFilter,
ObjectMask = BAllFilter,
StaticObjectFilter = BDefaultFilter | BStaticFilter | BSolidFilter,
StaticObjectFilter = BStaticFilter,
StaticObjectMask = BAllFilter,
VolumeDetectFilter = BSensorTrigger,
VolumeDetectMask = ~BSensorTrigger,
TerrainFilter = BTerrainFilter,
TerrainMask = BAllFilter,
TerrainMask = BAllFilter & ~BStaticFilter,
GroundPlaneFilter = BAllFilter,
GroundPlaneMask = BAllFilter