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authorJustin Clark-Casey (justincc)2012-10-20 01:04:08 +0100
committerJustin Clark-Casey (justincc)2012-10-20 01:04:08 +0100
commitde869028cb4b182e0051d8799c48517900590d54 (patch)
treeba103cad610f442a7a35f6e26c694f224d2992f9 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
parentAdd "debug groups verbose <true|false>" region console command (diff)
parentBulletsim: update DLLs and SOs. Brings C++ routine in sync with C# sources an... (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs4
1 files changed, 3 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index caf411e..4106534 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -114,6 +114,7 @@ public class BSTerrainManager
114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, 114 BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
115 Vector3.Zero, Quaternion.Identity)); 115 Vector3.Zero, Quaternion.Identity));
116 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); 116 BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr);
117 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr);
117 // Ground plane does not move 118 // Ground plane does not move
118 BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); 119 BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION);
119 // Everything collides with the ground plane. 120 // Everything collides with the ground plane.
@@ -334,7 +335,8 @@ public class BSTerrainManager
334 335
335 // Make sure the new shape is processed. 336 // Make sure the new shape is processed.
336 // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true); 337 // BulletSimAPI.Activate2(mapInfo.terrainBody.ptr, true);
337 BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); 338 BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.ISLAND_SLEEPING);
339 // BulletSimAPI.ForceActivationState2(mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION);
338 340
339 m_terrainModified = true; 341 m_terrainModified = true;
340 }; 342 };