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:
Robert Adams
2015-11-30 20:51:12 -08:00
parent 3be555e3f3
commit e4d0ae4f6e
4 changed files with 27 additions and 20 deletions

View File

@@ -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;
}