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author | Robert Adams | 2013-03-17 18:44:09 -0700 |
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committer | Robert Adams | 2013-03-19 00:00:02 -0700 |
commit | 8510f57ad48db5f97dacc2a9be63c64e62477d14 (patch) | |
tree | c43402d78fa9edfc0e440a600bfdf0745d6a2f06 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |
parent | Process default attachment point in AttachObjectInternal before we check whet... (diff) | |
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BulletSim: add terrain contact processing threshold parameter. Initialize contact processing threshold for static object as well as mesh terrain.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 57a5ff2..c9a75ae 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -112,11 +112,13 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
112 | // Something is very messed up and a crash is in our future. | 112 | // Something is very messed up and a crash is in our future. |
113 | return; | 113 | return; |
114 | } | 114 | } |
115 | physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin); | ||
115 | 116 | ||
116 | // Set current terrain attributes | 117 | // Set current terrain attributes |
117 | PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); | 118 | PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); |
118 | PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); | 119 | PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); |
119 | PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); | 120 | PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); |
121 | PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold); | ||
120 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); | 122 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
121 | 123 | ||
122 | // Static objects are not very massive. | 124 | // Static objects are not very massive. |