diff options
Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 83df360..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); |
@@ -151,13 +151,13 @@ public sealed class BSTerrainManager | |||
151 | // Release all the terrain structures we might have allocated | 151 | // Release all the terrain structures we might have allocated |
152 | public void ReleaseGroundPlaneAndTerrain() | 152 | public void ReleaseGroundPlaneAndTerrain() |
153 | { | 153 | { |
154 | if (m_groundPlane.ptr != IntPtr.Zero) | 154 | if (m_groundPlane.HasPhysicalBody) |
155 | { | 155 | { |
156 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr)) | 156 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr)) |
157 | { | 157 | { |
158 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr); | 158 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr); |
159 | } | 159 | } |
160 | m_groundPlane.ptr = IntPtr.Zero; | 160 | m_groundPlane.Clear(); |
161 | } | 161 | } |
162 | 162 | ||
163 | ReleaseTerrain(); | 163 | ReleaseTerrain(); |