diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | 23 |
1 files changed, 11 insertions, 12 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index a2c085e..01966c0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | |||
@@ -91,13 +91,12 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
91 | // Using the information in m_mapInfo, create the physical representation of the heightmap. | 91 | // Using the information in m_mapInfo, create the physical representation of the heightmap. |
92 | private void BuildHeightmapTerrain() | 92 | private void BuildHeightmapTerrain() |
93 | { | 93 | { |
94 | m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID, | 94 | m_mapInfo.Ptr = PhysicsScene.PE.CreateHeightMapInfo(PhysicsScene.World, m_mapInfo.ID, |
95 | m_mapInfo.minCoords, m_mapInfo.maxCoords, | 95 | m_mapInfo.minCoords, m_mapInfo.maxCoords, |
96 | m_mapInfo.heightMap, BSParam.TerrainCollisionMargin); | 96 | m_mapInfo.heightMap, BSParam.TerrainCollisionMargin); |
97 | 97 | ||
98 | // Create the terrain shape from the mapInfo | 98 | // Create the terrain shape from the mapInfo |
99 | m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), | 99 | m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape(m_mapInfo.Ptr); |
100 | BSPhysicsShapeType.SHAPE_TERRAIN); | ||
101 | 100 | ||
102 | // The terrain object initial position is at the center of the object | 101 | // The terrain object initial position is at the center of the object |
103 | Vector3 centerPos; | 102 | Vector3 centerPos; |
@@ -109,22 +108,22 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
109 | m_mapInfo.ID, centerPos, Quaternion.Identity); | 108 | m_mapInfo.ID, centerPos, Quaternion.Identity); |
110 | 109 | ||
111 | // Set current terrain attributes | 110 | // Set current terrain attributes |
112 | BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainFriction); | 111 | PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); |
113 | BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainHitFraction); | 112 | PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); |
114 | BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, BSParam.TerrainRestitution); | 113 | PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); |
115 | BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 114 | PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
116 | 115 | ||
117 | // Return the new terrain to the world of physical objects | 116 | // Return the new terrain to the world of physical objects |
118 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | 117 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody); |
119 | 118 | ||
120 | // redo its bounding box now that it is in the world | 119 | // redo its bounding box now that it is in the world |
121 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | 120 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody); |
122 | 121 | ||
123 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; | 122 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; |
124 | m_mapInfo.terrainBody.ApplyCollisionMask(); | 123 | m_mapInfo.terrainBody.ApplyCollisionMask(); |
125 | 124 | ||
126 | // Make it so the terrain will not move or be considered for movement. | 125 | // Make it so the terrain will not move or be considered for movement. |
127 | BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | 126 | PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); |
128 | 127 | ||
129 | return; | 128 | return; |
130 | } | 129 | } |
@@ -136,10 +135,10 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
136 | { | 135 | { |
137 | if (m_mapInfo.terrainBody.HasPhysicalBody) | 136 | if (m_mapInfo.terrainBody.HasPhysicalBody) |
138 | { | 137 | { |
139 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | 138 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody); |
140 | // Frees both the body and the shape. | 139 | // Frees both the body and the shape. |
141 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody); | 140 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody); |
142 | BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr); | 141 | PhysicsScene.PE.ReleaseHeightMapInfo(m_mapInfo.Ptr); |
143 | } | 142 | } |
144 | } | 143 | } |
145 | m_mapInfo = null; | 144 | m_mapInfo = null; |