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authorRobert Adams2012-12-13 12:42:25 -0800
committerRobert Adams2012-12-13 16:32:06 -0800
commit3b2b785a461eba34c26a45be246c2baef2820e39 (patch)
tree10f25858b084edcd6e58af0fb220b893260ddf5d /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
parentBulletSim: remove extra linkset rebuilds. (diff)
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BulletSim: Add 'BulletSimData' which separates structures created
for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index c28d69d..5dbd8ce 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -140,8 +140,8 @@ public sealed class BSTerrainManager
140 // Ground plane does not move 140 // Ground plane does not move
141 BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); 141 BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
142 // Everything collides with the ground plane. 142 // Everything collides with the ground plane.
143 BulletSimAPI.SetCollisionGroupMask2(m_groundPlane.ptr, 143 m_groundPlane.collisionType = CollisionType.Groundplane;
144 (uint)CollisionFilterGroups.GroundPlaneGroup, (uint)CollisionFilterGroups.GroundPlaneMask); 144 m_groundPlane.ApplyCollisionMask();
145 145
146 // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. 146 // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
147 BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); 147 BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);