aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
diff options
context:
space:
mode:
authorRobert Adams2012-12-03 16:25:51 -0800
committerRobert Adams2012-12-03 16:25:51 -0800
commit787636b97ac242c3a903664a2fe1f26ea8c0130a (patch)
treeaee245069b829730b85f2f56005a7da029596bd8 /OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
parentBulletSim: rework angular corrections to remove any hybrid code and compute a... (diff)
downloadopensim-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 '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
index 7e93ab4..6ce767d 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs
@@ -130,8 +130,8 @@ public sealed class BSTerrainMesh : BSTerrainPhys
130 // Redo its bounding box now that it is in the world 130 // Redo its bounding box now that it is in the world
131 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); 131 BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr);
132 132
133 BulletSimAPI.SetCollisionFilterMask2(m_terrainBody.ptr, 133 BulletSimAPI.SetCollisionGroupMask2(m_terrainBody.ptr,
134 (uint)CollisionFilterGroups.TerrainFilter, 134 (uint)CollisionFilterGroups.TerrainGroup,
135 (uint)CollisionFilterGroups.TerrainMask); 135 (uint)CollisionFilterGroups.TerrainMask);
136 136
137 // Make it so the terrain will not move or be considered for movement. 137 // Make it so the terrain will not move or be considered for movement.