mirror of
https://github.com/opensim/opensim.git
synced 2026-08-10 19:36:07 +08:00
BulletSim: fix collision sound calculation. Modify some routines to make
collider and collidee clearer. Also fix (when did it break?) avatars not moving if standing on a moving object. Now friction will move avatars if standing on a disc or the top of a train.
This commit is contained in:
@@ -203,15 +203,14 @@ public class BSPrimLinkable : BSPrimDisplaced
|
||||
// Called after a simulation step to post a collision with this object.
|
||||
// This returns 'true' if the collision has been queued and the SendCollisions call must
|
||||
// be made at the end of the simulation step.
|
||||
public override bool Collide(uint collidingWith, BSPhysObject collidee,
|
||||
OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
||||
public override bool Collide(BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
|
||||
{
|
||||
bool ret = false;
|
||||
// Ask the linkset if it wants to handle the collision
|
||||
if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth))
|
||||
if (!Linkset.HandleCollide(this, collidee, contactPoint, contactNormal, pentrationDepth))
|
||||
{
|
||||
// The linkset didn't handle it so pass the collision through normal processing
|
||||
ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth);
|
||||
ret = base.Collide(collidee, contactPoint, contactNormal, pentrationDepth);
|
||||
}
|
||||
return ret;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user