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path: root/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 0d16eda..c4807c4 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -135,7 +135,7 @@ public sealed class BSTerrainManager : IDisposable
135 DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName); 135 DetailLog("{0},BSTerrainManager.CreateInitialGroundPlaneAndTerrain,region={1}", BSScene.DetailLogZero, m_physicsScene.RegionName);
136 // The ground plane is here to catch things that are trying to drop to negative infinity 136 // The ground plane is here to catch things that are trying to drop to negative infinity
137 BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); 137 BulletShape groundPlaneShape = m_physicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin);
138 m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, 138 m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
139 BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); 139 BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity);
140 140
141 m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane); 141 m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane);
@@ -318,8 +318,8 @@ public sealed class BSTerrainManager : IDisposable
318 // TODO: redo terrain implementation selection to allow other base types than heightMap. 318 // TODO: redo terrain implementation selection to allow other base types than heightMap.
319 private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords) 319 private BSTerrainPhys BuildPhysicalTerrain(Vector3 terrainRegionBase, uint id, float[] heightMap, Vector3 minCoords, Vector3 maxCoords)
320 { 320 {
321 m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", 321 m_physicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
322 LogHeader, m_physicsScene.RegionName, terrainRegionBase, 322 LogHeader, m_physicsScene.RegionName, terrainRegionBase,
323 (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation); 323 (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation);
324 BSTerrainPhys newTerrainPhys = null; 324 BSTerrainPhys newTerrainPhys = null;
325 switch ((int)BSParam.TerrainImplementation) 325 switch ((int)BSParam.TerrainImplementation)
@@ -334,8 +334,8 @@ public sealed class BSTerrainManager : IDisposable
334 break; 334 break;
335 default: 335 default:
336 m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", 336 m_physicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
337 LogHeader, 337 LogHeader,
338 (int)BSParam.TerrainImplementation, 338 (int)BSParam.TerrainImplementation,
339 BSParam.TerrainImplementation, 339 BSParam.TerrainImplementation,
340 m_physicsScene.RegionName, terrainRegionBase); 340 m_physicsScene.RegionName, terrainRegionBase);
341 break; 341 break;