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6 changes: 3 additions & 3 deletions programming/physics/bullet/collision-filtering.rst
Original file line number Diff line number Diff line change
Expand Up @@ -137,14 +137,14 @@ collision groups the object belongs to.

.. code-block:: python

shape = shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))
shape = BulletBoxShape(Vec3(0.5, 0.5, 0.5))

body = BulletRigidBodyNode('Body')
body.addShape(shape)

world.attachRigidBody(body)

bodyNP = self.worldNP.attachNewNode(body)
bodyNP = render.attachNewNode(body)
bodyNP.setPos(0, 0, -1)

# Set it to be a part of group 0
Expand Down Expand Up @@ -174,7 +174,7 @@ following line is an alternate way to set the collide mask:

.. code-block:: python

bodyNP.node().setIntoCollideMask(mask)
bodyNP.setIntoCollideMask(mask)

.. only:: cpp

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2 changes: 1 addition & 1 deletion programming/physics/bullet/queries.rst
Original file line number Diff line number Diff line change
Expand Up @@ -129,7 +129,7 @@ instead of a BulletTriangleMeshShape.)
shape = BulletSphereShape(0.5)
penetration = 0.0

result = world.sweepTestClosest(shape, tsFrom, tsTo, penetration)
result = world.sweepTestClosest(shape, tsFrom, tsTo, BitMask32.allOn(), penetration)

print(result.hasHit())
print(result.getHitPos())
Expand Down