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Physics: Recognize BBoxCollision flag, but don't use it for raycasting (Fixes #1349)
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@ -137,12 +137,7 @@ void ManualBulletShapeLoader::loadResource(Ogre::Resource *resource)
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handleNode(mesh2, node,0,true,true,false);
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if(mBoundingBox != NULL)
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{
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mShape->mRaycastingShape = mBoundingBox;
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delete mesh2;
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}
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else if (mHasShape)
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if (mHasShape)
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{
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mShape->mRaycastingShape = new TriangleMeshShape(mesh2,true);
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}
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@ -227,10 +222,12 @@ void ManualBulletShapeLoader::handleNode(btTriangleMesh* mesh, const Nif::Node *
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if ( (isCollisionNode || (!mShape->mHasCollisionNode && !raycasting))
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&& (!isMarker || (mShape->mHasCollisionNode && !raycasting)))
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{
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// NOTE: a trishape with hasBounds=true, but no BBoxCollision flag should NOT go through handleNiTriShape!
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// It must be ignored completely.
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// (occurs in tr_ex_imp_wall_arch_04.nif)
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if(node->hasBounds)
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{
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// Checking for BBoxCollision flag causes issues with some actors :/
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if (!(node->flags & Nif::NiNode::Flag_Hidden))
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if (flags & Nif::NiNode::Flag_BBoxCollision && !raycasting)
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{
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mShape->mBoxTranslation = node->boundPos;
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mShape->mBoxRotation = node->boundRot;
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