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author | Robert Adams | 2016-01-10 16:42:23 -0800 |
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committer | Robert Adams | 2016-01-10 16:42:23 -0800 |
commit | 22501ea06d987664951e453beaeb0146ff81c3c6 (patch) | |
tree | bd3b97f8807b1732d88a5d2107c6f45bebf168e0 /OpenSim/Region/PhysicsModules | |
parent | BulletSim: tweaking so avatar can be pushed. In particular, llPushObject, (diff) | |
download | opensim-SC-22501ea06d987664951e453beaeb0146ff81c3c6.zip opensim-SC-22501ea06d987664951e453beaeb0146ff81c3c6.tar.gz opensim-SC-22501ea06d987664951e453beaeb0146ff81c3c6.tar.bz2 opensim-SC-22501ea06d987664951e453beaeb0146ff81c3c6.tar.xz |
BulletSim: fix Mantis 7798: land collisions not working.
Diffstat (limited to 'OpenSim/Region/PhysicsModules')
-rwxr-xr-x | OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs | 8 |
1 files changed, 6 insertions, 2 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs index e8ea604..b50e4cc 100755 --- a/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSPhysObject.cs | |||
@@ -463,11 +463,15 @@ public abstract class BSPhysObject : PhysicsActor | |||
463 | bool ret = false; | 463 | bool ret = false; |
464 | 464 | ||
465 | // if 'collidee' is null, that means it is terrain | 465 | // if 'collidee' is null, that means it is terrain |
466 | uint collideeLocalID = (collidee == null) ? PhysScene.TerrainManager.HighestTerrainID : collidee.LocalID; | 466 | uint collideeLocalID = (collidee == null) ? BSScene.TERRAIN_ID : collidee.LocalID; |
467 | // All terrain goes by the TERRAIN_ID id when passed up as a collision | ||
468 | if (collideeLocalID <= PhysScene.TerrainManager.HighestTerrainID) { | ||
469 | collideeLocalID = BSScene.TERRAIN_ID; | ||
470 | } | ||
467 | 471 | ||
468 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work | 472 | // The following lines make IsColliding(), CollidingGround() and CollidingObj work |
469 | CollidingStep = PhysScene.SimulationStep; | 473 | CollidingStep = PhysScene.SimulationStep; |
470 | if (collideeLocalID <= PhysScene.TerrainManager.HighestTerrainID) | 474 | if (collideeLocalID == BSScene.TERRAIN_ID) |
471 | { | 475 | { |
472 | CollidingGroundStep = PhysScene.SimulationStep; | 476 | CollidingGroundStep = PhysScene.SimulationStep; |
473 | } | 477 | } |