From 3b2b785a461eba34c26a45be246c2baef2820e39 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 13 Dec 2012 12:42:25 -0800 Subject: BulletSim: Add 'BulletSimData' which separates structures created for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered. --- OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index c28d69d..5dbd8ce 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -140,8 +140,8 @@ public sealed class BSTerrainManager // Ground plane does not move BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); // Everything collides with the ground plane. - BulletSimAPI.SetCollisionGroupMask2(m_groundPlane.ptr, - (uint)CollisionFilterGroups.GroundPlaneGroup, (uint)CollisionFilterGroups.GroundPlaneMask); + m_groundPlane.collisionType = CollisionType.Groundplane; + m_groundPlane.ApplyCollisionMask(); // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); -- cgit v1.1