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Bullet picking will now ignore objects without input_ray_pickable

John Teasdale 7 years ago
parent
commit
7323f7998b
1 changed files with 2 additions and 2 deletions
  1. 2 2
      modules/bullet/godot_result_callbacks.cpp

+ 2 - 2
modules/bullet/godot_result_callbacks.cpp

@@ -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()) {
-			return true;
+		if (m_pickRay && !gObj->is_ray_pickable()) {
+			return false;
 		} else if (m_exclude->has(gObj->get_self())) {
 		} else if (m_exclude->has(gObj->get_self())) {
 			return false;
 			return false;
 		}
 		}