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author | Robert Adams | 2012-12-30 10:21:47 -0800 |
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committer | Robert Adams | 2012-12-31 19:57:22 -0800 |
commit | 9218748321519ed04da5cdffa1f29e69030171b5 (patch) | |
tree | 7516cfbea32d716651430bc3124dbdd4cb772105 /OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |
parent | BulletSim: add the implementation files for the two versions of Bullet: (diff) | |
download | opensim-SC_OLD-9218748321519ed04da5cdffa1f29e69030171b5.zip opensim-SC_OLD-9218748321519ed04da5cdffa1f29e69030171b5.tar.gz opensim-SC_OLD-9218748321519ed04da5cdffa1f29e69030171b5.tar.bz2 opensim-SC_OLD-9218748321519ed04da5cdffa1f29e69030171b5.tar.xz |
BulletSim: another round of conversion: dynamics world and collision object functions.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index b093890..e7cb3e0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -308,7 +308,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
308 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 308 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() |
309 | { | 309 | { |
310 | if (PhysBody.HasPhysicalBody) | 310 | if (PhysBody.HasPhysicalBody) |
311 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 311 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
312 | }); | 312 | }); |
313 | } | 313 | } |
314 | else | 314 | else |
@@ -324,7 +324,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
324 | { | 324 | { |
325 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | 325 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. |
326 | if (PhysBody.HasPhysicalBody) | 326 | if (PhysBody.HasPhysicalBody) |
327 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 327 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
328 | }); | 328 | }); |
329 | } | 329 | } |
330 | // Return 'true' if the simulator wants collision events | 330 | // Return 'true' if the simulator wants collision events |