diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | 64 |
1 files changed, 32 insertions, 32 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 21bc6a3..a5acfd1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs | |||
@@ -57,12 +57,12 @@ public struct BulletBody | |||
57 | { | 57 | { |
58 | ID = id; | 58 | ID = id; |
59 | ptr = xx; | 59 | ptr = xx; |
60 | collisionFilter = 0; | 60 | collisionGroup = 0; |
61 | collisionMask = 0; | 61 | collisionMask = 0; |
62 | } | 62 | } |
63 | public IntPtr ptr; | 63 | public IntPtr ptr; |
64 | public uint ID; | 64 | public uint ID; |
65 | public CollisionFilterGroups collisionFilter; | 65 | public CollisionFilterGroups collisionGroup; |
66 | public CollisionFilterGroups collisionMask; | 66 | public CollisionFilterGroups collisionMask; |
67 | public override string ToString() | 67 | public override string ToString() |
68 | { | 68 | { |
@@ -71,10 +71,10 @@ public struct BulletBody | |||
71 | buff.Append(ID.ToString()); | 71 | buff.Append(ID.ToString()); |
72 | buff.Append(",p="); | 72 | buff.Append(",p="); |
73 | buff.Append(ptr.ToString("X")); | 73 | buff.Append(ptr.ToString("X")); |
74 | if (collisionFilter != 0 || collisionMask != 0) | 74 | if (collisionGroup != 0 || collisionMask != 0) |
75 | { | 75 | { |
76 | buff.Append(",f="); | 76 | buff.Append(",g="); |
77 | buff.Append(collisionFilter.ToString("X")); | 77 | buff.Append(collisionGroup.ToString("X")); |
78 | buff.Append(",m="); | 78 | buff.Append(",m="); |
79 | buff.Append(collisionMask.ToString("X")); | 79 | buff.Append(collisionMask.ToString("X")); |
80 | } | 80 | } |
@@ -376,36 +376,36 @@ public enum CollisionFilterGroups : uint | |||
376 | // Don't use the bit definitions!! Define the use in a | 376 | // Don't use the bit definitions!! Define the use in a |
377 | // filter/mask definition below. This way collision interactions | 377 | // filter/mask definition below. This way collision interactions |
378 | // are more easily debugged. | 378 | // are more easily debugged. |
379 | BNoneFilter = 0, | 379 | BNoneGroup = 0, |
380 | BDefaultFilter = 1 << 0, | 380 | BDefaultGroup = 1 << 0, |
381 | BStaticFilter = 1 << 1, | 381 | BStaticGroup = 1 << 1, |
382 | BKinematicFilter = 1 << 2, | 382 | BKinematicGroup = 1 << 2, |
383 | BDebrisFilter = 1 << 3, | 383 | BDebrisGroup = 1 << 3, |
384 | BSensorTrigger = 1 << 4, | 384 | BSensorTrigger = 1 << 4, |
385 | BCharacterFilter = 1 << 5, | 385 | BCharacterGroup = 1 << 5, |
386 | BAllFilter = 0xFFFFFFFF, | 386 | BAllGroup = 0xFFFFFFFF, |
387 | // Filter groups defined by BulletSim | 387 | // Filter groups defined by BulletSim |
388 | BGroundPlaneFilter = 1 << 10, | 388 | BGroundPlaneGroup = 1 << 10, |
389 | BTerrainFilter = 1 << 11, | 389 | BTerrainGroup = 1 << 11, |
390 | BRaycastFilter = 1 << 12, | 390 | BRaycastGroup = 1 << 12, |
391 | BSolidFilter = 1 << 13, | 391 | BSolidGroup = 1 << 13, |
392 | BLinksetFilter = 1 << 14, | 392 | BLinksetGroup = 1 << 14, |
393 | 393 | ||
394 | // The collsion filters and masked are defined in one place -- don't want them scattered | 394 | // The collsion filters and masked are defined in one place -- don't want them scattered |
395 | AvatarFilter = BCharacterFilter, | 395 | AvatarGroup = BCharacterGroup, |
396 | AvatarMask = BAllFilter, | 396 | AvatarMask = BAllGroup, |
397 | ObjectFilter = BSolidFilter, | 397 | ObjectGroup = BSolidGroup, |
398 | ObjectMask = BAllFilter, | 398 | ObjectMask = BAllGroup, |
399 | StaticObjectFilter = BStaticFilter, | 399 | StaticObjectGroup = BStaticGroup, |
400 | StaticObjectMask = BAllFilter & ~BStaticFilter, // static objects don't collide with each other | 400 | StaticObjectMask = AvatarGroup | ObjectGroup, // static things don't interact with much |
401 | LinksetFilter = BLinksetFilter, | 401 | LinksetGroup = BLinksetGroup, |
402 | LinksetMask = BAllFilter & ~BLinksetFilter, // linkset objects don't collide with each other | 402 | LinksetMask = BAllGroup & ~BLinksetGroup, // linkset objects don't collide with each other |
403 | VolumeDetectFilter = BSensorTrigger, | 403 | VolumeDetectGroup = BSensorTrigger, |
404 | VolumeDetectMask = ~BSensorTrigger, | 404 | VolumeDetectMask = ~BSensorTrigger, |
405 | TerrainFilter = BTerrainFilter, | 405 | TerrainGroup = BTerrainGroup, |
406 | TerrainMask = BAllFilter & ~BStaticFilter, // static objects on the ground don't collide | 406 | TerrainMask = BAllGroup & ~BStaticGroup, // static objects on the ground don't collide |
407 | GroundPlaneFilter = BGroundPlaneFilter, | 407 | GroundPlaneGroup = BGroundPlaneGroup, |
408 | GroundPlaneMask = BAllFilter | 408 | GroundPlaneMask = BAllGroup |
409 | 409 | ||
410 | }; | 410 | }; |
411 | 411 | ||
@@ -945,7 +945,7 @@ public static extern IntPtr GetConstraintRef2(IntPtr obj, int index); | |||
945 | public static extern int GetNumConstraintRefs2(IntPtr obj); | 945 | public static extern int GetNumConstraintRefs2(IntPtr obj); |
946 | 946 | ||
947 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | 947 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] |
948 | public static extern void SetCollisionFilterMask2(IntPtr body, uint filter, uint mask); | 948 | public static extern bool SetCollisionGroupMask2(IntPtr body, uint filter, uint mask); |
949 | 949 | ||
950 | // ===================================================================================== | 950 | // ===================================================================================== |
951 | // btCollisionShape entries | 951 | // btCollisionShape entries |