diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 0bdfbe3..5d70ef7 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -558,7 +558,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
558 | 558 | ||
559 | // Friction affects are handled by this vehicle code | 559 | // Friction affects are handled by this vehicle code |
560 | float friction = 0f; | 560 | float friction = 0f; |
561 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); | 561 | PhysicsScene.PE.SetFriction(Prim.PhysBody, friction); |
562 | 562 | ||
563 | // Moderate angular movement introduced by Bullet. | 563 | // Moderate angular movement introduced by Bullet. |
564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
@@ -567,7 +567,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
567 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | 567 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); |
568 | 568 | ||
569 | // Vehicles report collision events so we know when it's on the ground | 569 | // Vehicles report collision events so we know when it's on the ground |
570 | BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | 570 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
571 | 571 | ||
572 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass); | 572 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass); |
573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | 573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); |
@@ -581,7 +581,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
581 | } | 581 | } |
582 | else | 582 | else |
583 | { | 583 | { |
584 | BulletSimAPI.RemoveFromCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | 584 | PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
585 | } | 585 | } |
586 | } | 586 | } |
587 | 587 | ||
@@ -651,7 +651,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
651 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | 651 | if ((m_knownChanged & m_knownChangedVelocity) != 0) |
652 | { | 652 | { |
653 | Prim.ForceVelocity = m_knownVelocity; | 653 | Prim.ForceVelocity = m_knownVelocity; |
654 | BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); | 654 | PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, VehicleVelocity); |
655 | } | 655 | } |
656 | 656 | ||
657 | if ((m_knownChanged & m_knownChangedForce) != 0) | 657 | if ((m_knownChanged & m_knownChangedForce) != 0) |
@@ -661,7 +661,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
661 | { | 661 | { |
662 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | 662 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; |
663 | // Fake out Bullet by making it think the velocity is the same as last time. | 663 | // Fake out Bullet by making it think the velocity is the same as last time. |
664 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity); | 664 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
665 | } | 665 | } |
666 | 666 | ||
667 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | 667 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) |