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authorRobert Adams2012-11-20 11:24:25 -0800
committerRobert Adams2012-11-21 16:42:50 -0800
commitd6db0d5740dae03174f65846556f2f06d573b5c4 (patch)
tree84d3377c6b9e9350ccb6edc64609cb61b9d86c97 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
parentBulletSim: change PositionSanityCheck to apply a force to correct position co... (diff)
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BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is getting simplified out of existance someday) and update all the references to that enum.
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 7c34af2..cc28e4d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -109,7 +109,7 @@ public sealed class BSTerrainManager
109 // The ground plane is here to catch things that are trying to drop to negative infinity 109 // The ground plane is here to catch things that are trying to drop to negative infinity
110 BulletShape groundPlaneShape = new BulletShape( 110 BulletShape groundPlaneShape = new BulletShape(
111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN), 111 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
112 ShapeData.PhysicsShapeType.SHAPE_GROUNDPLANE); 112 PhysicsShapeType.SHAPE_GROUNDPLANE);
113 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 113 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, 114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
115 Vector3.Zero, Quaternion.Identity)); 115 Vector3.Zero, Quaternion.Identity));
@@ -299,7 +299,7 @@ public sealed class BSTerrainManager
299 299
300 // Create the terrain shape from the mapInfo 300 // Create the terrain shape from the mapInfo
301 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr), 301 mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(mapInfo.Ptr),
302 ShapeData.PhysicsShapeType.SHAPE_TERRAIN); 302 PhysicsShapeType.SHAPE_TERRAIN);
303 303
304 // The terrain object initial position is at the center of the object 304 // The terrain object initial position is at the center of the object
305 Vector3 centerPos; 305 Vector3 centerPos;