diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index d8c4972..2f55fc3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -114,32 +114,32 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
114 | } | 114 | } |
115 | 115 | ||
116 | // Set current terrain attributes | 116 | // Set current terrain attributes |
117 | BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction); | 117 | PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); |
118 | BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction); | 118 | PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); |
119 | BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution); | 119 | PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); |
120 | BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 120 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
121 | 121 | ||
122 | // Static objects are not very massive. | 122 | // Static objects are not very massive. |
123 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); | 123 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); |
124 | 124 | ||
125 | // Put the new terrain to the world of physical objects | 125 | // Put the new terrain to the world of physical objects |
126 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 126 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); |
127 | 127 | ||
128 | // Redo its bounding box now that it is in the world | 128 | // Redo its bounding box now that it is in the world |
129 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 129 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); |
130 | 130 | ||
131 | m_terrainBody.collisionType = CollisionType.Terrain; | 131 | m_terrainBody.collisionType = CollisionType.Terrain; |
132 | m_terrainBody.ApplyCollisionMask(); | 132 | m_terrainBody.ApplyCollisionMask(); |
133 | 133 | ||
134 | // Make it so the terrain will not move or be considered for movement. | 134 | // Make it so the terrain will not move or be considered for movement. |
135 | BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | 135 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); |
136 | } | 136 | } |
137 | 137 | ||
138 | public override void Dispose() | 138 | public override void Dispose() |
139 | { | 139 | { |
140 | if (m_terrainBody.HasPhysicalBody) | 140 | if (m_terrainBody.HasPhysicalBody) |
141 | { | 141 | { |
142 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 142 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody); |
143 | // Frees both the body and the shape. | 143 | // Frees both the body and the shape. |
144 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); | 144 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); |
145 | } | 145 | } |