From 0a66317fa6414dff9a7a4ab5bae10802e1e6693f Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Wed, 28 Nov 2012 08:05:01 -0800 Subject: BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain. --- .../Physics/BulletSPlugin/BSTerrainManager.cs | 33 ++++++++++++++++++++-- 1 file changed, 31 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 cd623f1..17d9536 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs @@ -62,7 +62,8 @@ public abstract class BSTerrainPhys : IDisposable ID = id; } public abstract void Dispose(); - public abstract float GetHeightAtXYZ(Vector3 pos); + public abstract float GetTerrainHeightAtXYZ(Vector3 pos); + public abstract float GetWaterLevelAtXYZ(Vector3 pos); } // ========================================================================================== @@ -75,6 +76,7 @@ public sealed class BSTerrainManager public const float HEIGHT_INITIALIZATION = 24.987f; public const float HEIGHT_INITIAL_LASTHEIGHT = 24.876f; public const float HEIGHT_GETHEIGHT_RET = 24.765f; + public const float WATER_HEIGHT_GETHEIGHT_RET = 19.998f; // If the min and max height are equal, we reduce the min by this // amount to make sure that a bounding box is built for the terrain. @@ -358,7 +360,7 @@ public sealed class BSTerrainManager BSTerrainPhys physTerrain; if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain)) { - ret = physTerrain.GetHeightAtXYZ(loc - terrainBaseXYZ); + ret = physTerrain.GetTerrainHeightAtXYZ(loc - terrainBaseXYZ); } else { @@ -370,6 +372,33 @@ public sealed class BSTerrainManager return ret; } + public float GetWaterLevelAtXYZ(Vector3 pos) + { + float ret = WATER_HEIGHT_GETHEIGHT_RET; + + float tX = pos.X; + float tY = pos.Y; + + Vector3 terrainBaseXYZ = Vector3.Zero; + terrainBaseXYZ.X = ((int)(tX / (int)DefaultRegionSize.X)) * (int)DefaultRegionSize.X; + terrainBaseXYZ.Y = ((int)(tY / (int)DefaultRegionSize.Y)) * (int)DefaultRegionSize.Y; + + lock (m_terrains) + { + BSTerrainPhys physTerrain; + if (m_terrains.TryGetValue(terrainBaseXYZ, out physTerrain)) + { + ret = physTerrain.GetWaterLevelAtXYZ(pos); + } + else + { + PhysicsScene.Logger.ErrorFormat("{0} GetWaterHeightAtXY: terrain not found: region={1}, x={2}, y={3}", + LogHeader, PhysicsScene.RegionName, tX, tY); + } + } + return ret; + } + // Although no one seems to check this, I do support combining. public bool SupportsCombining() { -- cgit v1.1 From 787636b97ac242c3a903664a2fe1f26ea8c0130a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 3 Dec 2012 16:25:51 -0800 Subject: BulletSim: Reduce idle region physics overhead where there are MANY static objects by more restrictive selection of objects that collide with static objects. Rename collision mask fuctions from 'filter' to 'group' so it is clear what is being set. Rename BulletSimAPI.SetCollisionFilterMask() to SetCollisionGroupMask to match above. Restore passing of time step to linear and angular motion component routines. Use buffering vehicle physical parameter get/set routines consistantly. Make range enforcement clearer by using ClampInRange() function for parameter setting. Remove commented out experimental vehicle calculations. --- 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 17d9536..83df360 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.SetCollisionFilterMask2(m_groundPlane.ptr, - (uint)CollisionFilterGroups.GroundPlaneFilter, (uint)CollisionFilterGroups.GroundPlaneMask); + BulletSimAPI.SetCollisionGroupMask2(m_groundPlane.ptr, + (uint)CollisionFilterGroups.GroundPlaneGroup, (uint)CollisionFilterGroups.GroundPlaneMask); // 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