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author | Robert Adams | 2012-08-31 11:33:36 -0700 |
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committer | Robert Adams | 2012-08-31 11:41:33 -0700 |
commit | ffdc7987207de279116a077e2042ed3a1f381a5f (patch) | |
tree | be0a30b79da8abf96ba826e370c62457658fda84 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |
parent | BulletSim: clean up some variable naming for consistancy. (diff) | |
download | opensim-SC-ffdc7987207de279116a077e2042ed3a1f381a5f.zip opensim-SC-ffdc7987207de279116a077e2042ed3a1f381a5f.tar.gz opensim-SC-ffdc7987207de279116a077e2042ed3a1f381a5f.tar.bz2 opensim-SC-ffdc7987207de279116a077e2042ed3a1f381a5f.tar.xz |
BulletSim: Update BulletSimAPI to match the DLL interface.
Major rework of terrain management which finally makes mega-regions work.
Update heightmap of terrain by rebuilding the terrain's body and shape.
There is a problem with just replacing the shape so this workaround
will do for the moment but it will need to be resolved for
mesh and hull switching.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 2f55ba4..4a468af 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -1070,7 +1070,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters | |||
1070 | (s) => { return s.m_params[0].terrainRestitution; }, | 1070 | (s) => { return s.m_params[0].terrainRestitution; }, |
1071 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), | 1071 | (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), |
1072 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", | 1072 | new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", |
1073 | 0.5f, | 1073 | 0.2f, |
1074 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, | 1074 | (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, |
1075 | (s) => { return s.m_params[0].avatarFriction; }, | 1075 | (s) => { return s.m_params[0].avatarFriction; }, |
1076 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), | 1076 | (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), |