// virtual int16_t EntityMotionState::computeCollisionGroup() { switch (computeObjectMotionType()){ case MOTION_TYPE_STATIC: return COLLISION_GROUP_STATIC; case MOTION_TYPE_KINEMATIC: return COLLISION_GROUP_KINEMATIC; default: break; } return COLLISION_GROUP_DEFAULT; }
// virtual int16_t EntityMotionState::computeCollisionGroup() { if (!_entity) { return COLLISION_GROUP_STATIC; } if (_entity->getIgnoreForCollisions()) { return COLLISION_GROUP_COLLISIONLESS; } switch (computeObjectMotionType()){ case MOTION_TYPE_STATIC: return COLLISION_GROUP_STATIC; case MOTION_TYPE_KINEMATIC: return COLLISION_GROUP_KINEMATIC; default: break; } return COLLISION_GROUP_DEFAULT; }