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authorRobert Adams2012-12-30 10:21:47 -0800
committerRobert Adams2012-12-31 19:57:22 -0800
commit9218748321519ed04da5cdffa1f29e69030171b5 (patch)
tree7516cfbea32d716651430bc3124dbdd4cb772105 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
parentBulletSim: add the implementation files for the two versions of Bullet: (diff)
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BulletSim: another round of conversion: dynamics world and collision object functions.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs16
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index d8c4972..2f55fc3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -114,32 +114,32 @@ public sealed class BSTerrainMesh : BSTerrainPhys
114 } 114 }
115 115
116 // Set current terrain attributes 116 // Set current terrain attributes
117 BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction); 117 PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
118 BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction); 118 PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
119 BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution); 119 PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
120 BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); 120 PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);
121 121
122 // Static objects are not very massive. 122 // Static objects are not very massive.
123 BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); 123 BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
124 124
125 // Put the new terrain to the world of physical objects 125 // Put the new terrain to the world of physical objects
126 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); 126 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody);
127 127
128 // Redo its bounding box now that it is in the world 128 // Redo its bounding box now that it is in the world
129 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); 129 PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody);
130 130
131 m_terrainBody.collisionType = CollisionType.Terrain; 131 m_terrainBody.collisionType = CollisionType.Terrain;
132 m_terrainBody.ApplyCollisionMask(); 132 m_terrainBody.ApplyCollisionMask();
133 133
134 // Make it so the terrain will not move or be considered for movement. 134 // Make it so the terrain will not move or be considered for movement.
135 BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); 135 PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
136 } 136 }
137 137
138 public override void Dispose() 138 public override void Dispose()
139 { 139 {
140 if (m_terrainBody.HasPhysicalBody) 140 if (m_terrainBody.HasPhysicalBody)
141 { 141 {
142 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); 142 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody);
143 // Frees both the body and the shape. 143 // Frees both the body and the shape.
144 PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); 144 PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody);
145 } 145 }