diff options
author | Robert Adams | 2012-12-03 16:25:51 -0800 |
---|---|---|
committer | Robert Adams | 2012-12-03 16:25:51 -0800 |
commit | 787636b97ac242c3a903664a2fe1f26ea8c0130a (patch) | |
tree | aee245069b829730b85f2f56005a7da029596bd8 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |
parent | BulletSim: rework angular corrections to remove any hybrid code and compute a... (diff) | |
download | opensim-SC_OLD-787636b97ac242c3a903664a2fe1f26ea8c0130a.zip opensim-SC_OLD-787636b97ac242c3a903664a2fe1f26ea8c0130a.tar.gz opensim-SC_OLD-787636b97ac242c3a903664a2fe1f26ea8c0130a.tar.bz2 opensim-SC_OLD-787636b97ac242c3a903664a2fe1f26ea8c0130a.tar.xz |
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.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 1dfc420..21aa9be 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -165,8 +165,8 @@ public sealed class BSCharacter : BSPhysObject | |||
165 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | 165 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); |
166 | 166 | ||
167 | // Do this after the object has been added to the world | 167 | // Do this after the object has been added to the world |
168 | BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, | 168 | BulletSimAPI.SetCollisionGroupMask2(PhysBody.ptr, |
169 | (uint)CollisionFilterGroups.AvatarFilter, | 169 | (uint)CollisionFilterGroups.AvatarGroup, |
170 | (uint)CollisionFilterGroups.AvatarMask); | 170 | (uint)CollisionFilterGroups.AvatarMask); |
171 | } | 171 | } |
172 | 172 | ||