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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs12
1 files changed, 9 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index 1450f66..83b9c37 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -121,8 +121,8 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
121 // redo its bounding box now that it is in the world 121 // redo its bounding box now that it is in the world
122 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); 122 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr);
123 123
124 BulletSimAPI.SetCollisionFilterMask2(m_mapInfo.terrainBody.ptr, 124 BulletSimAPI.SetCollisionGroupMask2(m_mapInfo.terrainBody.ptr,
125 (uint)CollisionFilterGroups.TerrainFilter, 125 (uint)CollisionFilterGroups.TerrainGroup,
126 (uint)CollisionFilterGroups.TerrainMask); 126 (uint)CollisionFilterGroups.TerrainMask);
127 127
128 // Make it so the terrain will not move or be considered for movement. 128 // Make it so the terrain will not move or be considered for movement.
@@ -148,7 +148,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
148 } 148 }
149 149
150 // The passed position is relative to the base of the region. 150 // The passed position is relative to the base of the region.
151 public override float GetHeightAtXYZ(Vector3 pos) 151 public override float GetTerrainHeightAtXYZ(Vector3 pos)
152 { 152 {
153 float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET; 153 float ret = BSTerrainManager.HEIGHT_GETHEIGHT_RET;
154 154
@@ -166,5 +166,11 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
166 } 166 }
167 return ret; 167 return ret;
168 } 168 }
169
170 // The passed position is relative to the base of the region.
171 public override float GetWaterLevelAtXYZ(Vector3 pos)
172 {
173 return PhysicsScene.SimpleWaterLevel;
174 }
169} 175}
170} 176}