From 3b2b785a461eba34c26a45be246c2baef2820e39 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Thu, 13 Dec 2012 12:42:25 -0800 Subject: BulletSim: Add 'BulletSimData' which separates structures created for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 29 ++++++++++---------------- 1 file changed, 11 insertions(+), 18 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 19c29cc..c9c9c2c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -661,14 +661,7 @@ public sealed class BSPrim : BSPhysObject BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); // Collision filter can be set only when the object is in the world - if (PhysBody.collisionGroup != 0 || PhysBody.collisionMask != 0) - { - if (!BulletSimAPI.SetCollisionGroupMask2(PhysBody.ptr, (uint)PhysBody.collisionGroup, (uint)PhysBody.collisionMask)) - { - PhysicsScene.Logger.ErrorFormat("{0} Failure setting prim collision mask. localID={1}, grp={2:X}, mask={3:X}", - LogHeader, LocalID, PhysBody.collisionGroup, PhysBody.collisionMask); - } - } + PhysBody.ApplyCollisionMask(); // Recompute any linkset parameters. // When going from non-physical to physical, this re-enables the constraints that @@ -713,11 +706,11 @@ public sealed class BSPrim : BSPhysObject // Start it out sleeping and physical actions could wake it up. BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING); + // This collides like a static object + PhysBody.collisionType = CollisionType.Static; + // There can be special things needed for implementing linksets Linkset.MakeStatic(this); - - PhysBody.collisionGroup = CollisionFilterGroups.StaticObjectGroup; - PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; } else { @@ -755,16 +748,15 @@ public sealed class BSPrim : BSPhysObject BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, PhysicsScene.Params.contactProcessingThreshold); - // There might be special things needed for implementing linksets. - Linkset.MakeDynamic(this); + // This collides like an object. + PhysBody.collisionType = CollisionType.Dynamic; // Force activation of the object so Bullet will act on it. // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); - // BulletSimAPI.Activate2(BSBody.ptr, true); - PhysBody.collisionGroup = CollisionFilterGroups.ObjectGroup; - PhysBody.collisionMask = CollisionFilterGroups.ObjectMask; + // There might be special things needed for implementing linksets. + Linkset.MakeDynamic(this); } } @@ -791,8 +783,9 @@ public sealed class BSPrim : BSPhysObject m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); } CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); - PhysBody.collisionGroup = CollisionFilterGroups.VolumeDetectGroup; - PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; + + // Change collision info from a static object to a ghosty collision object + PhysBody.collisionType = CollisionType.VolumeDetect; } } -- cgit v1.1