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author | Robert Adams | 2012-12-13 12:42:25 -0800 |
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committer | Robert Adams | 2012-12-13 16:32:06 -0800 |
commit | 3b2b785a461eba34c26a45be246c2baef2820e39 (patch) | |
tree | 10f25858b084edcd6e58af0fb220b893260ddf5d /OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |
parent | BulletSim: remove extra linkset rebuilds. (diff) | |
download | opensim-SC-3b2b785a461eba34c26a45be246c2baef2820e39.zip opensim-SC-3b2b785a461eba34c26a45be246c2baef2820e39.tar.gz opensim-SC-3b2b785a461eba34c26a45be246c2baef2820e39.tar.bz2 opensim-SC-3b2b785a461eba34c26a45be246c2baef2820e39.tar.xz |
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-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 5 |
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); |