diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index f25b447a2b..abbd22c550 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs @@ -87,7 +87,7 @@ public enum FixedShapeKey : ulong [StructLayout(LayoutKind.Sequential)] public struct ShapeData { - public uint ID; + public UInt32 ID; public BSPhysicsShapeType Type; public Vector3 Position; public Quaternion Rotation; @@ -111,7 +111,7 @@ public struct ShapeData [StructLayout(LayoutKind.Sequential)] public struct SweepHit { - public uint ID; + public UInt32 ID; public float Fraction; public Vector3 Normal; public Vector3 Point; @@ -119,15 +119,15 @@ public struct SweepHit [StructLayout(LayoutKind.Sequential)] public struct RaycastHit { - public uint ID; + public UInt32 ID; public float Fraction; public Vector3 Normal; } [StructLayout(LayoutKind.Sequential)] public struct CollisionDesc { - public uint aID; - public uint bID; + public UInt32 aID; + public UInt32 bID; public Vector3 point; public Vector3 normal; public float penetration; @@ -135,7 +135,7 @@ public struct CollisionDesc [StructLayout(LayoutKind.Sequential)] public struct EntityProperties { - public uint ID; + public UInt32 ID; public Vector3 Position; public Quaternion Rotation; public Vector3 Velocity; @@ -325,7 +325,7 @@ public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, out int updatedEntityCount, out int collidersCount); -public abstract bool UpdateParameter(BulletWorld world, uint localID, String parm, float value); +public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value); public abstract void Shutdown(BulletWorld sim); @@ -366,24 +366,24 @@ public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Ve public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); -public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id); +public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id); public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape); public abstract CollisionObjectTypes GetBodyType(BulletBody obj); -public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); +public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); -public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot); +public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); -public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); +public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot); public abstract void DestroyObject(BulletWorld sim, BulletBody obj); // ===================================================================================== -public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin); +public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); -public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, +public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin); // ===================================================================================== @@ -629,7 +629,7 @@ public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index); public abstract int GetNumConstraintRefs(BulletBody obj); -public abstract bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask); +public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask); // ===================================================================================== // btCollisionShape entries