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author | Angad Kambli <angadkambli@gmail.com> | 2021-03-08 20:57:23 +0530 |
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committer | Angad Kambli <angadkambli@gmail.com> | 2021-03-08 20:57:23 +0530 |
commit | bfc533fc4c2d739a701eaf6f483b7b5907ef0ea2 (patch) | |
tree | 1934f16cc8a7d30bc5d88927a40d9e0611e30c61 | |
parent | aa6bbdc7a8ca4dc84a6db227ba72519c99ee1036 (diff) |
use collision mask in vehicle raycast
-rw-r--r-- | scene/3d/vehicle_body_3d.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/scene/3d/vehicle_body_3d.cpp b/scene/3d/vehicle_body_3d.cpp index 0d25e2f21f..8b774444b9 100644 --- a/scene/3d/vehicle_body_3d.cpp +++ b/scene/3d/vehicle_body_3d.cpp @@ -407,7 +407,7 @@ real_t VehicleBody3D::_ray_cast(int p_idx, PhysicsDirectBodyState3D *s) { PhysicsDirectSpaceState3D *ss = s->get_space_state(); - bool col = ss->intersect_ray(source, target, rr, exclude); + bool col = ss->intersect_ray(source, target, rr, exclude, get_collision_mask()); wheel.m_raycastInfo.m_groundObject = nullptr; |