From 787636b97ac242c3a903664a2fe1f26ea8c0130a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 3 Dec 2012 16:25:51 -0800 Subject: 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. --- OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 14 +++++++++----- 1 file changed, 9 insertions(+), 5 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 42a362f..ea1f71a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs @@ -646,9 +646,13 @@ 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.collisionFilter != 0 || PhysBody.collisionMask != 0) + if (PhysBody.collisionGroup != 0 || PhysBody.collisionMask != 0) { - BulletSimAPI.SetCollisionFilterMask2(PhysBody.ptr, (uint)PhysBody.collisionFilter, (uint)PhysBody.collisionMask); + 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); + } } // Recompute any linkset parameters. @@ -691,7 +695,7 @@ public sealed class BSPrim : BSPhysObject // Start it out sleeping and physical actions could wake it up. BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING); - PhysBody.collisionFilter = CollisionFilterGroups.StaticObjectFilter; + PhysBody.collisionGroup = CollisionFilterGroups.StaticObjectGroup; PhysBody.collisionMask = CollisionFilterGroups.StaticObjectMask; } else @@ -737,7 +741,7 @@ public sealed class BSPrim : BSPhysObject BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); // BulletSimAPI.Activate2(BSBody.ptr, true); - PhysBody.collisionFilter = CollisionFilterGroups.ObjectFilter; + PhysBody.collisionGroup = CollisionFilterGroups.ObjectGroup; PhysBody.collisionMask = CollisionFilterGroups.ObjectMask; } } @@ -765,7 +769,7 @@ 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.collisionFilter = CollisionFilterGroups.VolumeDetectFilter; + PhysBody.collisionGroup = CollisionFilterGroups.VolumeDetectGroup; PhysBody.collisionMask = CollisionFilterGroups.VolumeDetectMask; } } -- cgit v1.1