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authorRobert Adams2015-11-30 20:51:12 -0800
committerRobert Adams2015-11-30 20:51:12 -0800
commite4d0ae4f6e89afaf5ce3f9b7783eb20a50dc758c (patch)
tree74eff09d032aeed18b5796df807ec4bc2120fcf0 /OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs
parentReplaced ICSharpCode.SharpZipLib.dll for the same reason (diff)
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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.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSPrimLinkable.cs')
-rwxr-xr-xOpenSim/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 100755
--- 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 }