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optimize Bullet broadphase using collision groups
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1 changed files with 2 additions and 2 deletions
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@ -51,10 +51,10 @@ const int16_t BULLET_COLLISION_GROUP_COLLISIONLESS = 1 << 14;
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const int16_t BULLET_COLLISION_MASK_DEFAULT = ~ BULLET_COLLISION_GROUP_COLLISIONLESS;
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// STATIC does not collide with itself (as optimization of physics simulation)
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const int16_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_STATIC);
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const int16_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_STATIC);
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const int16_t BULLET_COLLISION_MASK_DYNAMIC = BULLET_COLLISION_MASK_DEFAULT;
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const int16_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_DEFAULT;
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const int16_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC;
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// MY_AVATAR does not collide with itself
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const int16_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR);
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