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authorRobert Adams2012-08-31 11:33:36 -0700
committerRobert Adams2012-08-31 11:41:33 -0700
commitffdc7987207de279116a077e2042ed3a1f381a5f (patch)
treebe0a30b79da8abf96ba826e370c62457658fda84 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentBulletSim: clean up some variable naming for consistancy. (diff)
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BulletSim: Update BulletSimAPI to match the DLL interface.
Major rework of terrain management which finally makes mega-regions work. Update heightmap of terrain by rebuilding the terrain's body and shape. There is a problem with just replacing the shape so this workaround will do for the moment but it will need to be resolved for mesh and hull switching.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 2f55ba4..4a468af 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -1070,7 +1070,7 @@ public class BSScene : PhysicsScene, IPhysicsParameters
1070 (s) => { return s.m_params[0].terrainRestitution; }, 1070 (s) => { return s.m_params[0].terrainRestitution; },
1071 (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ), 1071 (s,p,l,v) => { s.m_params[0].terrainRestitution = v; s.TaintedUpdateParameter(p,l,v); } ),
1072 new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.", 1072 new ParameterDefn("AvatarFriction", "Factor to reduce movement against an avatar. Changed on avatar recreation.",
1073 0.5f, 1073 0.2f,
1074 (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); }, 1074 (s,cf,p,v) => { s.m_params[0].avatarFriction = cf.GetFloat(p, v); },
1075 (s) => { return s.m_params[0].avatarFriction; }, 1075 (s) => { return s.m_params[0].avatarFriction; },
1076 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ), 1076 (s,p,l,v) => { s.UpdateParameterObject(ref s.m_params[0].avatarFriction, p, l, v); } ),