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authorRobert Adams2013-10-23 16:07:03 -0700
committerRobert Adams2013-10-23 16:07:03 -0700
commit511122834b5cd95839029d28365e479dc25eae9d (patch)
tree993b755b9f82dab3e225b26f5f12dc29778f0f17 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
parentAdd current .NET windows framework requirement to README. (diff)
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BulletSim: change collision flags for groundplane to not interact with static objects.
Reorder collision flag setting code for terrain to fit pattern used elsewhere.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs5
1 files changed, 2 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index c7deb4e..8888d6d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -112,15 +112,14 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
112 m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); 112 m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
113 m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); 113 m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);
114 114
115 m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
116
115 // Return the new terrain to the world of physical objects 117 // Return the new terrain to the world of physical objects
116 m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody); 118 m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody);
117 119
118 // redo its bounding box now that it is in the world 120 // redo its bounding box now that it is in the world
119 m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody); 121 m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody);
120 122
121 m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
122 m_mapInfo.terrainBody.ApplyCollisionMask(m_physicsScene);
123
124 // Make it so the terrain will not move or be considered for movement. 123 // Make it so the terrain will not move or be considered for movement.
125 m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); 124 m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);
126 125