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authorRobert Adams2012-12-30 10:21:47 -0800
committerRobert Adams2012-12-31 19:57:22 -0800
commit9218748321519ed04da5cdffa1f29e69030171b5 (patch)
tree7516cfbea32d716651430bc3124dbdd4cb772105 /OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
parentBulletSim: add the implementation files for the two versions of Bullet: (diff)
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BulletSim: another round of conversion: dynamics world and collision object functions.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index e7d8d14..6f819d8 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -143,7 +143,7 @@ public sealed class BSShapeCollection : IDisposable
143 { 143 {
144 if (!BulletSimAPI.IsInWorld2(body.ptr)) 144 if (!BulletSimAPI.IsInWorld2(body.ptr))
145 { 145 {
146 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); 146 PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body);
147 if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); 147 if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body);
148 } 148 }
149 }); 149 });
@@ -168,12 +168,12 @@ public sealed class BSShapeCollection : IDisposable
168 168
169 if (BulletSimAPI.IsInWorld2(body.ptr)) 169 if (BulletSimAPI.IsInWorld2(body.ptr))
170 { 170 {
171 BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); 171 PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body);
172 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); 172 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body);
173 } 173 }
174 174
175 // Zero any reference to the shape so it is not freed when the body is deleted. 175 // Zero any reference to the shape so it is not freed when the body is deleted.
176 BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); 176 PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, new BulletShape());
177 PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); 177 PhysicsScene.PE.DestroyObject(PhysicsScene.World, body);
178 }); 178 });
179 } 179 }