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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/BSTerrainMesh.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 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs5
1 files changed, 2 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index 3473006..6dc0d92 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -130,9 +130,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
130 // Redo its bounding box now that it is in the world 130 // Redo its bounding box now that it is in the world
131 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); 131 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
132 132
133 BulletSimAPI.SetCollisionGroupMask2(m_terrainBody.ptr, 133 m_terrainBody.collisionType = CollisionType.Terrain;
134 (uint)CollisionFilterGroups.TerrainGroup, 134 m_terrainBody.ApplyCollisionMask();
135 (uint)CollisionFilterGroups.TerrainMask);
136 135
137 // Make it so the terrain will not move or be considered for movement. 136 // Make it so the terrain will not move or be considered for movement.
138 BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); 137 BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION);