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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs1
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs24
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs27
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt1
4 files changed, 18 insertions, 35 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 8edcd20..4133107 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -269,6 +269,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
269 BSParam.SetParameterConfigurationValues(this, pConfig); 269 BSParam.SetParameterConfigurationValues(this, pConfig);
270 270
271 // Very detailed logging for physics debugging 271 // Very detailed logging for physics debugging
272 // TODO: the boolean values can be moved to the normal parameter processing.
272 m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); 273 m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false);
273 m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", "."); 274 m_physicsLoggingDir = pConfig.GetString("PhysicsLoggingDir", ".");
274 m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-"); 275 m_physicsLoggingPrefix = pConfig.GetString("PhysicsLoggingPrefix", "physics-%REGIONNAME%-");
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index afe5bca..eb4d039 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -250,20 +250,20 @@ public enum CollisionFilterGroups : uint
250 // filter/mask definition below. This way collision interactions 250 // filter/mask definition below. This way collision interactions
251 // are more easily found and debugged. 251 // are more easily found and debugged.
252 BNoneGroup = 0, 252 BNoneGroup = 0,
253 BDefaultGroup = 1 << 0, 253 BDefaultGroup = 1 << 0, // 0001
254 BStaticGroup = 1 << 1, 254 BStaticGroup = 1 << 1, // 0002
255 BKinematicGroup = 1 << 2, 255 BKinematicGroup = 1 << 2, // 0004
256 BDebrisGroup = 1 << 3, 256 BDebrisGroup = 1 << 3, // 0008
257 BSensorTrigger = 1 << 4, 257 BSensorTrigger = 1 << 4, // 0010
258 BCharacterGroup = 1 << 5, 258 BCharacterGroup = 1 << 5, // 0020
259 BAllGroup = 0xFFFFFFFF, 259 BAllGroup = 0x000FFFFF,
260 // Filter groups defined by BulletSim 260 // Filter groups defined by BulletSim
261 BGroundPlaneGroup = 1 << 10, 261 BGroundPlaneGroup = 1 << 10, // 0400
262 BTerrainGroup = 1 << 11, 262 BTerrainGroup = 1 << 11, // 0800
263 BRaycastGroup = 1 << 12, 263 BRaycastGroup = 1 << 12, // 1000
264 BSolidGroup = 1 << 13, 264 BSolidGroup = 1 << 13, // 2000
265 // BLinksetGroup = xx // a linkset proper is either static or dynamic 265 // BLinksetGroup = xx // a linkset proper is either static or dynamic
266 BLinksetChildGroup = 1 << 14, 266 BLinksetChildGroup = 1 << 14, // 4000
267}; 267};
268 268
269// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 269// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
index 36d38d4..5ad6746 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs
@@ -72,12 +72,12 @@ public struct BulletBody
72 public bool HasPhysicalBody { get { return ptr != IntPtr.Zero; } } 72 public bool HasPhysicalBody { get { return ptr != IntPtr.Zero; } }
73 73
74 // Apply the specificed collision mask into the physical world 74 // Apply the specificed collision mask into the physical world
75 public void ApplyCollisionMask() 75 public bool ApplyCollisionMask()
76 { 76 {
77 // Should assert the body has been added to the physical world. 77 // Should assert the body has been added to the physical world.
78 // (The collision masks are stored in the collision proxy cache which only exists for 78 // (The collision masks are stored in the collision proxy cache which only exists for
79 // a collision body that is in the world.) 79 // a collision body that is in the world.)
80 BulletSimAPI.SetCollisionGroupMask2(ptr, 80 return BulletSimAPI.SetCollisionGroupMask2(ptr,
81 BulletSimData.CollisionTypeMasks[collisionType].group, 81 BulletSimData.CollisionTypeMasks[collisionType].group,
82 BulletSimData.CollisionTypeMasks[collisionType].mask); 82 BulletSimData.CollisionTypeMasks[collisionType].mask);
83 } 83 }
@@ -207,26 +207,6 @@ public struct CollisionTypeFilterGroup
207 public uint mask; 207 public uint mask;
208}; 208};
209 209
210 /* NOTE: old definitions kept for reference. Delete when things are working.
211 // The collsion filters and masked are defined in one place -- don't want them scattered
212 AvatarGroup = BCharacterGroup,
213 AvatarMask = BAllGroup,
214 ObjectGroup = BSolidGroup,
215 ObjectMask = BAllGroup,
216 StaticObjectGroup = BStaticGroup,
217 StaticObjectMask = AvatarGroup | ObjectGroup, // static things don't interact with much
218 LinksetGroup = BLinksetGroup,
219 LinksetMask = BAllGroup,
220 LinksetChildGroup = BLinksetChildGroup,
221 LinksetChildMask = BNoneGroup, // Linkset children disappear from the world
222 VolumeDetectGroup = BSensorTrigger,
223 VolumeDetectMask = ~BSensorTrigger,
224 TerrainGroup = BTerrainGroup,
225 TerrainMask = BAllGroup & ~BStaticGroup, // static objects on the ground don't collide
226 GroundPlaneGroup = BGroundPlaneGroup,
227 GroundPlaneMask = BAllGroup
228 */
229
230public static class BulletSimData 210public static class BulletSimData
231{ 211{
232 212
@@ -269,8 +249,9 @@ public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeM
269 }, 249 },
270 { CollisionType.LinksetChild, 250 { CollisionType.LinksetChild,
271 new CollisionTypeFilterGroup(CollisionType.LinksetChild, 251 new CollisionTypeFilterGroup(CollisionType.LinksetChild,
272 (uint)CollisionFilterGroups.BTerrainGroup, 252 (uint)CollisionFilterGroups.BLinksetChildGroup,
273 (uint)(CollisionFilterGroups.BNoneGroup)) 253 (uint)(CollisionFilterGroups.BNoneGroup))
254 // (uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
274 }, 255 },
275}; 256};
276 257
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
index 16131cd..f805836 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt
@@ -194,6 +194,7 @@ Should taints check for existance or activeness of target?
194 actually gone when the taint happens. Crashes don't happen because the taint closure 194 actually gone when the taint happens. Crashes don't happen because the taint closure
195 keeps the object from being freed, but that is just an accident. 195 keeps the object from being freed, but that is just an accident.
196 Possibly have and 'active' flag that is checked by the taint processor? 196 Possibly have and 'active' flag that is checked by the taint processor?
197Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones)
197 198
198THREADING 199THREADING
199================================================= 200=================================================