Accidentally did a commit when I wanted to revert... (ignore my last revision)
[blender-staging.git] / source / gameengine / Physics / Bullet / CcdPhysicsEnvironment.cpp
index 49652ef95446f0af46da3033aa9b66745cb9c472..5d28bf47401e52bf5de5055e2b0e990fec5e766e 100644 (file)
@@ -2214,19 +2214,11 @@ void    CcdPhysicsEnvironment::CallbackTriggers()
 bool CcdOverlapFilterCallBack::needBroadphaseCollision(btBroadphaseProxy* proxy0,btBroadphaseProxy* proxy1) const
 {
        btCollisionObject *colObj0, *colObj1;
-       KX_GameObject *gameObj0 = KX_GameObject::GetClientObject((KX_ClientObjectInfo*)((CcdPhysicsController*)((btCollisionObject*)proxy0->m_clientObject)->getUserPointer())->getNewClientInfo());
-       KX_GameObject *gameObj1 = KX_GameObject::GetClientObject((KX_ClientObjectInfo*)((CcdPhysicsController*)((btCollisionObject*)proxy1->m_clientObject)->getUserPointer())->getNewClientInfo());
        CcdPhysicsController *sensorCtrl, *objCtrl;
-
        bool collides;
        // first check the filters
        collides = (proxy0->m_collisionFilterGroup & proxy1->m_collisionFilterMask) != 0;
        collides = collides && (proxy1->m_collisionFilterGroup & proxy0->m_collisionFilterMask);
-       if (gameObj0 && gameObj1)
-       {
-               collides = collides && gameObj0->CheckCollision(gameObj1);
-               collides = collides && gameObj1->CheckCollision(gameObj0);
-       }
        if (!collides)
                return false;