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Made raycast vehicle work with collision groups #4559

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3 changes: 3 additions & 0 deletions src/BulletDynamics/Vehicle/btRaycastVehicle.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -690,6 +690,9 @@ void* btDefaultVehicleRaycaster::castRay(const btVector3& from, const btVector3&

btCollisionWorld::ClosestRayResultCallback rayCallback(from, to);

rayCallback.m_collisionFilterMask = m_collisionFilterMask;
rayCallback.m_collisionFilterGroup = m_collisionFilterGroup;

m_dynamicsWorld->rayTest(from, to, rayCallback);

if (rayCallback.hasHit())
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2 changes: 2 additions & 0 deletions src/BulletDynamics/Vehicle/btVehicleRaycaster.h
Original file line number Diff line number Diff line change
Expand Up @@ -16,6 +16,8 @@
/// btVehicleRaycaster is provides interface for between vehicle simulation and raycasting
struct btVehicleRaycaster
{
int m_collisionFilterMask;
int m_collisionFilterGroup;
virtual ~btVehicleRaycaster()
{
}
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