From 3b2caa63b0ba890555990a88821ee37daa2607b4 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Thu, 22 Nov 2012 14:45:41 +0000
Subject: Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because it
 conflicts with PhysicsShape type defined in later libOMV

---
 .../Region/Physics/BulletSPlugin/BSCharacter.cs    |  4 +-
 OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs  |  4 +-
 .../Physics/BulletSPlugin/BSLinksetCompound.cs     |  6 +--
 .../Region/Physics/BulletSPlugin/BSPhysObject.cs   |  4 +-
 OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs     |  2 +-
 .../Physics/BulletSPlugin/BSShapeCollection.cs     | 56 +++++++++++-----------
 OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs   | 16 +++----
 .../Physics/BulletSPlugin/BSTerrainHeightmap.cs    |  2 +-
 .../Physics/BulletSPlugin/BSTerrainManager.cs      |  2 +-
 .../Region/Physics/BulletSPlugin/BSTerrainMesh.cs  |  2 +-
 .../Region/Physics/BulletSPlugin/BulletSimAPI.cs   | 10 ++--
 11 files changed, 54 insertions(+), 54 deletions(-)

(limited to 'OpenSim')

diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index e2aa41e..4c195e1 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -208,9 +208,9 @@ public sealed class BSCharacter : BSPhysObject
         set { BaseShape = value; }
     }
     // I want the physics engine to make an avatar capsule
-    public override PhysicsShapeType PreferredPhysicalShape
+    public override BSPhysicsShapeType PreferredPhysicalShape
     {
-        get {return PhysicsShapeType.SHAPE_CAPSULE; }
+        get {return BSPhysicsShapeType.SHAPE_CAPSULE; }
     }
 
     public override bool Grabbed {
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
index 4ee047b..0df4310 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinkset.cs
@@ -82,9 +82,9 @@ public abstract class BSLinkset
 
     // Some linksets have a preferred physical shape.
     // Returns SHAPE_UNKNOWN if there is no preference. Causes the correct shape to be selected.
-    public virtual PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
+    public virtual BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
     {
-        return PhysicsShapeType.SHAPE_UNKNOWN;
+        return BSPhysicsShapeType.SHAPE_UNKNOWN;
     }
 
     // Linksets move around the children so the linkset might need to compute the child position
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
index cb37840..b9c2cf9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs
@@ -42,12 +42,12 @@ public sealed class BSLinksetCompound : BSLinkset
     }
 
     // For compound implimented linksets, if there are children, use compound shape for the root.
-    public override PhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
+    public override BSPhysicsShapeType PreferredPhysicalShape(BSPhysObject requestor)
     { 
-        PhysicsShapeType ret = PhysicsShapeType.SHAPE_UNKNOWN;
+        BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
         if (IsRoot(requestor) && HasAnyChildren)
         {
-            ret = PhysicsShapeType.SHAPE_COMPOUND;
+            ret = BSPhysicsShapeType.SHAPE_COMPOUND;
         }
         // DetailLog("{0},BSLinksetCompound.PreferredPhysicalShape,call,shape={1}", LinksetRoot.LocalID, ret);
         return ret;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index e68b167..f6a890e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -94,9 +94,9 @@ public abstract class BSPhysObject : PhysicsActor
     public PrimitiveBaseShape BaseShape { get; protected set; }
     // Some types of objects have preferred physical representations.
     // Returns SHAPE_UNKNOWN if there is no preference.
-    public virtual PhysicsShapeType PreferredPhysicalShape
+    public virtual BSPhysicsShapeType PreferredPhysicalShape
     {
-        get { return PhysicsShapeType.SHAPE_UNKNOWN; }
+        get { return BSPhysicsShapeType.SHAPE_UNKNOWN; }
     }
 
     // When the physical properties are updated, an EntityProperty holds the update values.
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 5d16bbf..2b3fa25 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -171,7 +171,7 @@ public sealed class BSPrim : BSPhysObject
         }
     }
     // Whatever the linkset wants is what I want.
-    public override PhysicsShapeType PreferredPhysicalShape
+    public override BSPhysicsShapeType PreferredPhysicalShape
         { get { return Linkset.PreferredPhysicalShape(this); } }
 
     public override bool ForceBodyShapeRebuild(bool inTaintTime)
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
index 869735c..892c34b 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
@@ -178,7 +178,7 @@ public sealed class BSShapeCollection : IDisposable
         bool ret = false;
         switch (shape.type)
         {
-            case PhysicsShapeType.SHAPE_MESH:
+            case BSPhysicsShapeType.SHAPE_MESH:
                 MeshDesc meshDesc;
                 if (Meshes.TryGetValue(shape.shapeKey, out meshDesc))
                 {
@@ -201,7 +201,7 @@ public sealed class BSShapeCollection : IDisposable
                 meshDesc.lastReferenced = System.DateTime.Now;
                 Meshes[shape.shapeKey] = meshDesc;
                 break;
-            case PhysicsShapeType.SHAPE_HULL:
+            case BSPhysicsShapeType.SHAPE_HULL:
                 HullDesc hullDesc;
                 if (Hulls.TryGetValue(shape.shapeKey, out hullDesc))
                 {
@@ -224,7 +224,7 @@ public sealed class BSShapeCollection : IDisposable
                 hullDesc.lastReferenced = System.DateTime.Now;
                 Hulls[shape.shapeKey] = hullDesc;
                 break;
-            case PhysicsShapeType.SHAPE_UNKNOWN:
+            case BSPhysicsShapeType.SHAPE_UNKNOWN:
                 break;
             default:
                 // Native shapes are not tracked and they don't go into any list
@@ -255,16 +255,16 @@ public sealed class BSShapeCollection : IDisposable
                 {
                     switch (shape.type)
                     {
-                        case PhysicsShapeType.SHAPE_HULL:
+                        case BSPhysicsShapeType.SHAPE_HULL:
                             DereferenceHull(shape, shapeCallback);
                             break;
-                        case PhysicsShapeType.SHAPE_MESH:
+                        case BSPhysicsShapeType.SHAPE_MESH:
                             DereferenceMesh(shape, shapeCallback);
                             break;
-                        case PhysicsShapeType.SHAPE_COMPOUND:
+                        case BSPhysicsShapeType.SHAPE_COMPOUND:
                             DereferenceCompound(shape, shapeCallback);
                             break;
-                        case PhysicsShapeType.SHAPE_UNKNOWN:
+                        case BSPhysicsShapeType.SHAPE_UNKNOWN:
                             break;
                         default:
                             break;
@@ -352,28 +352,28 @@ public sealed class BSShapeCollection : IDisposable
         BulletShape shapeInfo = new BulletShape(cShape);
         if (TryGetMeshByPtr(cShape, out meshDesc))
         {
-            shapeInfo.type = PhysicsShapeType.SHAPE_MESH;
+            shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH;
             shapeInfo.shapeKey = meshDesc.shapeKey;
         }
         else
         {
             if (TryGetHullByPtr(cShape, out hullDesc))
             {
-                shapeInfo.type = PhysicsShapeType.SHAPE_HULL;
+                shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL;
                 shapeInfo.shapeKey = hullDesc.shapeKey;
             }
             else
             {
                 if (BulletSimAPI.IsCompound2(cShape))
                 {
-                    shapeInfo.type = PhysicsShapeType.SHAPE_COMPOUND;
+                    shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND;
                 }
                 else
                 {
                     if (BulletSimAPI.IsNativeShape2(cShape))
                     {
                         shapeInfo.isNativeShape = true;
-                        shapeInfo.type = PhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
+                        shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter)
                     }
                 }
             }
@@ -381,7 +381,7 @@ public sealed class BSShapeCollection : IDisposable
 
         DetailLog("{0},BSShapeCollection.DereferenceAnonCollisionShape,shape={1}", BSScene.DetailLogZero, shapeInfo);
 
-        if (shapeInfo.type != PhysicsShapeType.SHAPE_UNKNOWN)
+        if (shapeInfo.type != BSPhysicsShapeType.SHAPE_UNKNOWN)
         {
             DereferenceShape(shapeInfo, true, null);
         }
@@ -405,10 +405,10 @@ public sealed class BSShapeCollection : IDisposable
         bool ret = false;
         bool haveShape = false;
 
-        if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
+        if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
         {
             // an avatar capsule is close to a native shape (it is not shared)
-            ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_CAPSULE,
+            ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_CAPSULE,
                             FixedShapeKey.KEY_CAPSULE, shapeCallback);
             DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.PhysShape);
             ret = true;
@@ -417,7 +417,7 @@ public sealed class BSShapeCollection : IDisposable
 
         // Compound shapes are handled special as they are rebuilt from scratch.
         // This isn't too great a hardship since most of the child shapes will already been created.
-        if (!haveShape && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
+        if (!haveShape && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
         {
             ret = GetReferenceToCompoundShape(prim, shapeCallback);
             DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, prim.PhysShape);
@@ -460,10 +460,10 @@ public sealed class BSShapeCollection : IDisposable
                 haveShape = true;
                 if (forceRebuild
                         || prim.Scale != prim.Size
-                        || prim.PhysShape.type != PhysicsShapeType.SHAPE_SPHERE
+                        || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_SPHERE
                         )
                 {
-                    ret = GetReferenceToNativeShape(prim, PhysicsShapeType.SHAPE_SPHERE,
+                    ret = GetReferenceToNativeShape(prim, BSPhysicsShapeType.SHAPE_SPHERE,
                                             FixedShapeKey.KEY_SPHERE, shapeCallback);
                     DetailLog("{0},BSShapeCollection.CreateGeom,sphere,force={1},shape={2}",
                                         prim.LocalID, forceRebuild, prim.PhysShape);
@@ -474,10 +474,10 @@ public sealed class BSShapeCollection : IDisposable
                 haveShape = true;
                 if (forceRebuild
                         || prim.Scale != prim.Size
-                        || prim.PhysShape.type != PhysicsShapeType.SHAPE_BOX
+                        || prim.PhysShape.type != BSPhysicsShapeType.SHAPE_BOX
                         )
                 {
-                    ret = GetReferenceToNativeShape( prim, PhysicsShapeType.SHAPE_BOX,
+                    ret = GetReferenceToNativeShape( prim, BSPhysicsShapeType.SHAPE_BOX,
                                             FixedShapeKey.KEY_BOX, shapeCallback);
                     DetailLog("{0},BSShapeCollection.CreateGeom,box,force={1},shape={2}",
                                         prim.LocalID, forceRebuild, prim.PhysShape);
@@ -519,7 +519,7 @@ public sealed class BSShapeCollection : IDisposable
     // Creates a native shape and assignes it to prim.BSShape.
     // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape().
     private bool GetReferenceToNativeShape(BSPhysObject prim,
-                            PhysicsShapeType shapeType, FixedShapeKey shapeKey,
+                            BSPhysicsShapeType shapeType, FixedShapeKey shapeKey,
                             ShapeDestructionCallback shapeCallback)
     {
         // release any previous shape
@@ -535,7 +535,7 @@ public sealed class BSShapeCollection : IDisposable
         return true;
     }
 
-    private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, PhysicsShapeType shapeType,
+    private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType,
                                     FixedShapeKey shapeKey)
     {
         BulletShape newShape;
@@ -548,7 +548,7 @@ public sealed class BSShapeCollection : IDisposable
         nativeShapeData.MeshKey = (ulong)shapeKey;
         nativeShapeData.HullKey = (ulong)shapeKey;
 
-        if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
+        if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
         {
             // The proper scale has been calculated in the prim.
             newShape = new BulletShape(
@@ -586,7 +586,7 @@ public sealed class BSShapeCollection : IDisposable
         System.UInt64 newMeshKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
 
         // if this new shape is the same as last time, don't recreate the mesh
-        if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_MESH)
+        if (newMeshKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_MESH)
             return false;
 
         DetailLog("{0},BSShapeCollection.GetReferenceToMesh,create,oldKey={1},newKey={2}",
@@ -644,7 +644,7 @@ public sealed class BSShapeCollection : IDisposable
                                     indices.GetLength(0), indices, vertices.Count, verticesAsFloats);
             }
         }
-        BulletShape newShape = new BulletShape(meshPtr, PhysicsShapeType.SHAPE_MESH);
+        BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH);
         newShape.shapeKey = newMeshKey;
 
         return newShape;
@@ -660,7 +660,7 @@ public sealed class BSShapeCollection : IDisposable
         System.UInt64 newHullKey = ComputeShapeKey(prim.Size, prim.BaseShape, out lod);
 
         // if the hull hasn't changed, don't rebuild it
-        if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == PhysicsShapeType.SHAPE_HULL)
+        if (newHullKey == prim.PhysShape.shapeKey && prim.PhysShape.type == BSPhysicsShapeType.SHAPE_HULL)
             return false;
 
         DetailLog("{0},BSShapeCollection.GetReferenceToHull,create,oldKey={1},newKey={2}",
@@ -781,7 +781,7 @@ public sealed class BSShapeCollection : IDisposable
             }
         }
 
-        BulletShape newShape = new BulletShape(hullPtr, PhysicsShapeType.SHAPE_HULL);
+        BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL);
         newShape.shapeKey = newHullKey;
 
         return newShape;        // 'true' means a new shape has been added to this prim
@@ -804,7 +804,7 @@ public sealed class BSShapeCollection : IDisposable
         // DereferenceShape(prim.PhysShape, true, shapeCallback);
 
         BulletShape cShape = new BulletShape(
-            BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), PhysicsShapeType.SHAPE_COMPOUND);
+            BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND);
 
         // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape.
         CreateGeomMeshOrHull(prim, shapeCallback);
@@ -895,7 +895,7 @@ public sealed class BSShapeCollection : IDisposable
 
         // While we figure out the real problem, stick a simple native shape on the object.
         BulletShape fillinShape =
-            BuildPhysicalNativeShape(prim, PhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
+            BuildPhysicalNativeShape(prim, BSPhysicsShapeType.SHAPE_BOX, FixedShapeKey.KEY_BOX);
 
         return fillinShape;
     }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
index f2e62d9..96cd55e 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
@@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
 public abstract class BSShape
 {
     public IntPtr ptr { get; set; }
-    public PhysicsShapeType type { get; set; }
+    public BSPhysicsShapeType type { get; set; }
     public System.UInt64 key { get; set; }
     public int referenceCount { get; set; }
     public DateTime lastReferenced { get; set; }
@@ -43,7 +43,7 @@ public abstract class BSShape
     public BSShape()
     {
         ptr = IntPtr.Zero;
-        type = PhysicsShapeType.SHAPE_UNKNOWN;
+        type = BSPhysicsShapeType.SHAPE_UNKNOWN;
         key = 0;
         referenceCount = 0;
         lastReferenced = DateTime.Now;
@@ -54,17 +54,17 @@ public abstract class BSShape
     {
         BSShape ret = null;
 
-        if (prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_CAPSULE)
+        if (prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_CAPSULE)
         {
             // an avatar capsule is close to a native shape (it is not shared)
-            ret = BSShapeNative.GetReference(physicsScene, prim, PhysicsShapeType.SHAPE_CAPSULE,
+            ret = BSShapeNative.GetReference(physicsScene, prim, BSPhysicsShapeType.SHAPE_CAPSULE,
                                         FixedShapeKey.KEY_CAPSULE);
             physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
         }
 
         // Compound shapes are handled special as they are rebuilt from scratch.
         // This isn't too great a hardship since most of the child shapes will already been created.
-        if (ret == null  && prim.PreferredPhysicalShape == PhysicsShapeType.SHAPE_COMPOUND)
+        if (ret == null  && prim.PreferredPhysicalShape == BSPhysicsShapeType.SHAPE_COMPOUND)
         {
             // Getting a reference to a compound shape gets you the compound shape with the root prim shape added
             ret = BSShapeCompound.GetReference(prim);
@@ -123,14 +123,14 @@ public class BSShapeNative : BSShape
     {
     }
     public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, 
-                    PhysicsShapeType shapeType, FixedShapeKey shapeKey) 
+                    BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) 
     {
         // Native shapes are not shared and are always built anew.
         return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
     }
 
     private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
-                    PhysicsShapeType shapeType, FixedShapeKey shapeKey)
+                    BSPhysicsShapeType shapeType, FixedShapeKey shapeKey)
     {
         ShapeData nativeShapeData = new ShapeData();
         nativeShapeData.Type = shapeType;
@@ -141,7 +141,7 @@ public class BSShapeNative : BSShape
         nativeShapeData.HullKey = (ulong)shapeKey;
 
        
-        if (shapeType == PhysicsShapeType.SHAPE_CAPSULE)
+        if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
         {
             ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
             physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
index 8fc36d1..3ca756c 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs
@@ -97,7 +97,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
 
         // Create the terrain shape from the mapInfo
         m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr),
-                                                    PhysicsShapeType.SHAPE_TERRAIN);
+                                                    BSPhysicsShapeType.SHAPE_TERRAIN);
 
         // The terrain object initial position is at the center of the object
         Vector3 centerPos;
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
index 71fca33..23fcfd3 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs
@@ -130,7 +130,7 @@ public sealed class BSTerrainManager
         // The ground plane is here to catch things that are trying to drop to negative infinity
         BulletShape groundPlaneShape = new BulletShape(
                     BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, TERRAIN_COLLISION_MARGIN),
-                    PhysicsShapeType.SHAPE_GROUNDPLANE);
+                    BSPhysicsShapeType.SHAPE_GROUNDPLANE);
         m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID,
                         BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID,
                                                             Vector3.Zero, Quaternion.Identity));
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index 3279b6f..dca7150 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -91,7 +91,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
 
         m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr,
                                         indicesCount, indices, verticesCount, vertices),
-                                        PhysicsShapeType.SHAPE_MESH);
+                                        BSPhysicsShapeType.SHAPE_MESH);
         if (m_terrainShape.ptr == IntPtr.Zero)
         {
             // DISASTER!!
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 4647c2d..e60a760 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -88,11 +88,11 @@ public struct BulletShape
     public BulletShape(IntPtr xx)
     {
         ptr = xx;
-        type=PhysicsShapeType.SHAPE_UNKNOWN;
+        type=BSPhysicsShapeType.SHAPE_UNKNOWN;
         shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
         isNativeShape = false;
     }
-    public BulletShape(IntPtr xx, PhysicsShapeType typ)
+    public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
     {
         ptr = xx;
         type = typ;
@@ -100,7 +100,7 @@ public struct BulletShape
         isNativeShape = false;
     }
     public IntPtr ptr;
-    public PhysicsShapeType type;
+    public BSPhysicsShapeType type;
     public System.UInt64 shapeKey;
     public bool isNativeShape;
     public override string ToString()
@@ -178,7 +178,7 @@ public struct ConvexHull
 	int VertexCount;
 	Vector3[] Vertices;
 }
-public enum PhysicsShapeType
+public enum BSPhysicsShapeType
 {
 	SHAPE_UNKNOWN   = 0,
 	SHAPE_CAPSULE   = 1,
@@ -210,7 +210,7 @@ public enum FixedShapeKey : ulong
 public struct ShapeData
 {
     public uint ID;
-    public PhysicsShapeType Type;
+    public BSPhysicsShapeType Type;
     public Vector3 Position;
     public Quaternion Rotation;
     public Vector3 Velocity;
-- 
cgit v1.1