public void PhysicsCallback(CollisionManager.CollisionComponent mine, CollisionManager.CollisionComponent other, CollResult coll, int collNumber) { if (other.CheckFlag(CollisionManager.FLAGS.GROUND)) { //Move position to above the path (bottom of collision should be above the ground. Above being relative to normal //set velocity to be speed magnitude perpendicular to normal of the primitive it's colliding against, } }
public void RayCastCallBack(CollisionManager.CollisionComponent mine, CollisionManager.CollisionComponent other, CollResult coll, int collNumber) { if (other.CheckFlag(CollisionManager.FLAGS.GROUND)) { } }