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authoronefang2019-09-11 16:36:50 +1000
committeronefang2019-09-11 16:36:50 +1000
commit50cd1ffd32f69228e566f2b0b89f86ea0d9fe489 (patch)
tree52f2ab0c04f1a5d7d6ac5dc872981b4b156447e7 /OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs
parentRenamed branch to SledjChisl. (diff)
parentBump to release flavour, build 0. (diff)
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Merge branch 'SledjChisl'
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs7
1 files changed, 3 insertions, 4 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs
index 55b5da0..563dcfa 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs
@@ -203,15 +203,14 @@ public class BSPrimLinkable : BSPrimDisplaced
203 // Called after a simulation step to post a collision with this object. 203 // Called after a simulation step to post a collision with this object.
204 // This returns 'true' if the collision has been queued and the SendCollisions call must 204 // This returns 'true' if the collision has been queued and the SendCollisions call must
205 // be made at the end of the simulation step. 205 // be made at the end of the simulation step.
206 public override bool Collide(uint collidingWith, BSPhysObject collidee, 206 public override bool Collide(BSPhysObject collidee, OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
207 OMV.Vector3 contactPoint, OMV.Vector3 contactNormal, float pentrationDepth)
208 { 207 {
209 bool ret = false; 208 bool ret = false;
210 // Ask the linkset if it wants to handle the collision 209 // Ask the linkset if it wants to handle the collision
211 if (!Linkset.HandleCollide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth)) 210 if (!Linkset.HandleCollide(this, collidee, contactPoint, contactNormal, pentrationDepth))
212 { 211 {
213 // The linkset didn't handle it so pass the collision through normal processing 212 // The linkset didn't handle it so pass the collision through normal processing
214 ret = base.Collide(collidingWith, collidee, contactPoint, contactNormal, pentrationDepth); 213 ret = base.Collide(collidee, contactPoint, contactNormal, pentrationDepth);
215 } 214 }
216 return ret; 215 return ret;
217 } 216 }