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authorRobert Adams2012-12-21 13:35:44 -0800
committerRobert Adams2012-12-21 13:35:44 -0800
commitae4d932e7f00e781db9c9cdd5c29efc51e2425fb (patch)
treeb03beb291cd35d4227fb82baf04ce14512b859eb /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
parentBulletSim: small fix to avatar movement motor use which keeps avatar from fly... (diff)
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BulletSim: Move all the parameter variables, tables and get and fetch logic to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
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 3428b9c..86ccfbb 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 // The ground plane is here to catch things that are trying to drop to negative infinity 135 // The ground plane is here to catch things that are trying to drop to negative infinity
136 BulletShape groundPlaneShape = new BulletShape( 136 BulletShape groundPlaneShape = new BulletShape(
137 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, 137 BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f,
138 PhysicsScene.Params.terrainCollisionMargin), 138 BSParam.TerrainCollisionMargin),
139 BSPhysicsShapeType.SHAPE_GROUNDPLANE); 139 BSPhysicsShapeType.SHAPE_GROUNDPLANE);
140 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, 140 m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
141 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, 141 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
@@ -309,9 +309,9 @@ public sealed class BSTerrainManager : IDisposable
309 { 309 {
310 PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}", 310 PhysicsScene.Logger.DebugFormat("{0} Terrain for {1}/{2} created with {3}",
311 LogHeader, PhysicsScene.RegionName, terrainRegionBase, 311 LogHeader, PhysicsScene.RegionName, terrainRegionBase,
312 (BSTerrainPhys.TerrainImplementation)PhysicsScene.Params.terrainImplementation); 312 (BSTerrainPhys.TerrainImplementation)BSParam.TerrainImplementation);
313 BSTerrainPhys newTerrainPhys = null; 313 BSTerrainPhys newTerrainPhys = null;
314 switch ((int)PhysicsScene.Params.terrainImplementation) 314 switch ((int)BSParam.TerrainImplementation)
315 { 315 {
316 case (int)BSTerrainPhys.TerrainImplementation.Heightmap: 316 case (int)BSTerrainPhys.TerrainImplementation.Heightmap:
317 newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id, 317 newTerrainPhys = new BSTerrainHeightmap(PhysicsScene, terrainRegionBase, id,
@@ -324,8 +324,8 @@ public sealed class BSTerrainManager : IDisposable
324 default: 324 default:
325 PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}", 325 PhysicsScene.Logger.ErrorFormat("{0} Bad terrain implementation specified. Type={1}/{2},Region={3}/{4}",
326 LogHeader, 326 LogHeader,
327 (int)PhysicsScene.Params.terrainImplementation, 327 (int)BSParam.TerrainImplementation,
328 PhysicsScene.Params.terrainImplementation, 328 BSParam.TerrainImplementation,
329 PhysicsScene.RegionName, terrainRegionBase); 329 PhysicsScene.RegionName, terrainRegionBase);
330 break; 330 break;
331 } 331 }