Bullet picking will now ignore objects without input_ray_pickable

(cherry picked from commit 7323f7998b)
This commit is contained in:
John Teasdale 2018-08-19 13:14:12 -07:00 committed by Rémi Verschelde
parent 7624e1009a
commit 75f1731232
1 changed files with 2 additions and 2 deletions

View File

@ -51,8 +51,8 @@ bool GodotClosestRayResultCallback::needsCollision(btBroadphaseProxy *proxy0) co
if (needs) { if (needs) {
btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject); btCollisionObject *btObj = static_cast<btCollisionObject *>(proxy0->m_clientObject);
CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer()); CollisionObjectBullet *gObj = static_cast<CollisionObjectBullet *>(btObj->getUserPointer());
if (m_pickRay && gObj->is_ray_pickable()) { if (m_pickRay && !gObj->is_ray_pickable()) {
return true; return false;
} else if (m_exclude->has(gObj->get_self())) { } else if (m_exclude->has(gObj->get_self())) {
return false; return false;
} }