aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
diff options
context:
space:
mode:
authorRobert Adams2012-12-30 14:26:57 -0800
committerRobert Adams2012-12-31 19:57:23 -0800
commitc2a7af18b639646b647eb4cdff4168a2b9746ee4 (patch)
treeafe36195792b9990f7defd18bc29791f7527dcff /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
parentBulletSim: remove all the debug printing of pointer formatting (.ToString(X))... (diff)
downloadopensim-SC-c2a7af18b639646b647eb4cdff4168a2b9746ee4.zip
opensim-SC-c2a7af18b639646b647eb4cdff4168a2b9746ee4.tar.gz
opensim-SC-c2a7af18b639646b647eb4cdff4168a2b9746ee4.tar.bz2
opensim-SC-c2a7af18b639646b647eb4cdff4168a2b9746ee4.tar.xz
BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. Only initialization and debug fuctions left.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 590c687..2e9db39 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -143,7 +143,7 @@ public sealed class BSTerrainManager : IDisposable
143 PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); 143 PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
144 // Everything collides with the ground plane. 144 // Everything collides with the ground plane.
145 m_groundPlane.collisionType = CollisionType.Groundplane; 145 m_groundPlane.collisionType = CollisionType.Groundplane;
146 m_groundPlane.ApplyCollisionMask(); 146 m_groundPlane.ApplyCollisionMask(PhysicsScene);
147 147
148 // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. 148 // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
149 BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); 149 BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);