BulletSim: fix problem of avatar's floating off the ground after unsitting. Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.

This commit is contained in:
Robert Adams
2012-12-12 16:29:03 -08:00
parent 6f1f7f0206
commit e1814aa827
4 changed files with 27 additions and 24 deletions

View File

@@ -109,7 +109,7 @@ public abstract class BSPhysObject : PhysicsActor
public EntityProperties CurrentEntityProperties { get; set; }
public EntityProperties LastEntityProperties { get; set; }
public abstract OMV.Vector3 Scale { get; set; }
public virtual OMV.Vector3 Scale { get; set; }
public abstract bool IsSolid { get; }
public abstract bool IsStatic { get; }