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authorRobert Adams2012-12-03 16:25:51 -0800
committerRobert Adams2012-12-03 16:25:51 -0800
commit787636b97ac242c3a903664a2fe1f26ea8c0130a (patch)
treeaee245069b829730b85f2f56005a7da029596bd8 /OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
parentBulletSim: rework angular corrections to remove any hybrid code and compute a... (diff)
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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/BulletSimAPI.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs64
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);
945public static extern int GetNumConstraintRefs2(IntPtr obj); 945public static extern int GetNumConstraintRefs2(IntPtr obj);
946 946
947[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] 947[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
948public static extern void SetCollisionFilterMask2(IntPtr body, uint filter, uint mask); 948public static extern bool SetCollisionGroupMask2(IntPtr body, uint filter, uint mask);
949 949
950// ===================================================================================== 950// =====================================================================================
951// btCollisionShape entries 951// btCollisionShape entries