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author | Robert Adams | 2012-12-30 14:26:57 -0800 |
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committer | Robert Adams | 2012-12-31 19:57:23 -0800 |
commit | c2a7af18b639646b647eb4cdff4168a2b9746ee4 (patch) | |
tree | afe36195792b9990f7defd18bc29791f7527dcff /OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |
parent | BulletSim: remove all the debug printing of pointer formatting (.ToString(X))... (diff) | |
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BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. Only initialization and debug fuctions left.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 2f55fc3..1d55ce3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -120,7 +120,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
120 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | 120 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
121 | 121 | ||
122 | // Static objects are not very massive. | 122 | // Static objects are not very massive. |
123 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); | 123 | PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); |
124 | 124 | ||
125 | // Put the new terrain to the world of physical objects | 125 | // Put the new terrain to the world of physical objects |
126 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); | 126 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); |
@@ -129,7 +129,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
129 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); | 129 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); |
130 | 130 | ||
131 | m_terrainBody.collisionType = CollisionType.Terrain; | 131 | m_terrainBody.collisionType = CollisionType.Terrain; |
132 | m_terrainBody.ApplyCollisionMask(); | 132 | m_terrainBody.ApplyCollisionMask(PhysicsScene); |
133 | 133 | ||
134 | // Make it so the terrain will not move or be considered for movement. | 134 | // Make it so the terrain will not move or be considered for movement. |
135 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); | 135 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); |