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function couldCollide (obj , typ , ignoreModelOverride )
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local retVal = false
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- if typ == sim .object_shape_type or typ == sim .object_octree_type or typ ==
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- sim .object_pointcloud_type or typ == sim .object_dummy_type then
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+ if typ == sim .sceneobject_shape or typ == sim .sceneobject_octree or typ ==
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+ sim .sceneobject_pointcloud or typ == sim .sceneobject_dummy then
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if sim .getObjectSpecialProperty (obj ) & sim .objectspecialproperty_collidable > 0 then
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-- Check if the object is possibly part of a model that has a collidable flag override:
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retVal = true
@@ -185,13 +185,13 @@ function coll(ui, id)
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objPair [i ], sim .objintparam_visibility_layer , 0
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)
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local copy
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- if t [i ] == sim .object_dummy_type then
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+ if t [i ] == sim .sceneobject_dummy then
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copy = sim .createDummy (0.01 , getCol (i ))
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sim .setObjectPose (
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copy , sim .getObjectPose (objPair [i ])
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)
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end
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- if t [i ] == sim .object_shape_type then
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+ if t [i ] == sim .sceneobject_shape then
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copy = sim .copyPasteObjects (
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{objPair [i ]}, 2 + 4 + 8 + 16 + 32
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)[1 ]
@@ -208,7 +208,7 @@ function coll(ui, id)
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{0 , 0 , 0 }
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)
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end
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- if t [i ] == sim .object_octree_type then
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+ if t [i ] == sim .sceneobject_octree then
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copy = sim .copyPasteObjects (
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{objPair [i ]}, 2 + 4 + 8 + 16 + 32
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)[1 ]
@@ -218,7 +218,7 @@ function coll(ui, id)
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getCol (i , true )
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)
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end
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- if t [i ] == sim .object_pointcloud_type then
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+ if t [i ] == sim .sceneobject_pointcloud then
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copy = sim .createPointCloud (0.1 , 50 , 8 , 4 )
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sim .setObjectPose (
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copy , sim .getObjectPose (objPair [i ])
@@ -365,13 +365,13 @@ function update()
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if # s >= 1 and # s <= 2 then
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obj1IsModel = (sim .getModelProperty (s [1 ]) & sim .modelproperty_not_model ) == 0
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local t = sim .getObjectType (s [1 ])
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- if t == sim .object_shape_type or t == sim .object_dummy_type or t == sim .object_octree_type or
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- t == sim .object_pointcloud_type or obj1IsModel then o1 = s [1 ] end
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+ if t == sim .sceneobject_shape or t == sim .sceneobject_dummy or t == sim .sceneobject_octree or
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+ t == sim .sceneobject_pointcloud or obj1IsModel then o1 = s [1 ] end
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if # s == 2 then
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obj2IsModel = (sim .getModelProperty (s [2 ]) & sim .modelproperty_not_model ) == 0
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local t = sim .getObjectType (s [2 ])
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- if t == sim .object_shape_type or t == sim .object_dummy_type or t ==
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- sim .object_octree_type or t == sim .object_pointcloud_type or obj2IsModel then
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+ if t == sim .sceneobject_shape or t == sim .sceneobject_dummy or t ==
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+ sim .sceneobject_octree or t == sim .sceneobject_pointcloud or obj2IsModel then
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o2 = s [2 ]
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else
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o1 = - 1
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