From ee7cda261cbbc9dcd558c35eabc070cc0bf45644 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 18 Sep 2012 08:39:52 -0700 Subject: BulletSim: move a bunch of common logic out of BSPrim and BSCharacter and into the parent class BSPhysObject. Rework collision logic to enable extra collision after done colliding. Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'. --- .../Region/Physics/BulletSPlugin/BulletSimAPI.cs | 57 ++++------------------ 1 file changed, 10 insertions(+), 47 deletions(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index 9221cdb..4d2d962 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -249,7 +249,16 @@ public enum CollisionFlags : uint BS_PHYSICAL_OBJECT = 1 << 13, BS_TERRAIN_OBJECT = 1 << 14, BS_NONE = 0, - BS_ALL = 0xFFFFFFFF + BS_ALL = 0xFFFFFFFF, + + // These are the collision flags switched depending on physical state. + // The other flags are used for other things and should not be fooled with. + BS_ACTIVE = CF_STATIC_OBJECT + | CF_KINEMATIC_OBJECT + | CF_NO_CONTACT_RESPONSE + | BS_VOLUME_DETECT_OBJECT + | BS_PHANTOM_OBJECT + | BS_PHYSICAL_OBJECT, }; // Values for collisions groups and masks @@ -270,52 +279,6 @@ public enum CollisionFilterGroups : uint SolidFilter = 1 << 13, }; - // For each type, we first clear and then set the collision flags -public enum ClearCollisionFlag : uint -{ - Terrain = CollisionFlags.BS_ALL, - Phantom = CollisionFlags.BS_ALL, - VolumeDetect = CollisionFlags.BS_ALL, - PhysicalObject = CollisionFlags.BS_ALL, - StaticObject = CollisionFlags.BS_ALL -} - -public enum SetCollisionFlag : uint -{ - Terrain = CollisionFlags.CF_STATIC_OBJECT - | CollisionFlags.BS_TERRAIN_OBJECT, - Phantom = CollisionFlags.CF_STATIC_OBJECT - | CollisionFlags.BS_PHANTOM_OBJECT - | CollisionFlags.CF_NO_CONTACT_RESPONSE, - VolumeDetect = CollisionFlags.CF_STATIC_OBJECT - | CollisionFlags.BS_VOLUME_DETECT_OBJECT - | CollisionFlags.CF_NO_CONTACT_RESPONSE, - PhysicalObject = CollisionFlags.BS_PHYSICAL_OBJECT, - StaticObject = CollisionFlags.CF_STATIC_OBJECT, -} - -// Collision filters used for different types of objects -public enum SetCollisionFilter : uint -{ - Terrain = CollisionFilterGroups.AllFilter, - Phantom = CollisionFilterGroups.GroundPlaneFilter - | CollisionFilterGroups.TerrainFilter, - VolumeDetect = CollisionFilterGroups.AllFilter, - PhysicalObject = CollisionFilterGroups.AllFilter, - StaticObject = CollisionFilterGroups.AllFilter, -} - -// Collision masks used for different types of objects -public enum SetCollisionMask : uint -{ - Terrain = CollisionFilterGroups.AllFilter, - Phantom = CollisionFilterGroups.GroundPlaneFilter - | CollisionFilterGroups.TerrainFilter, - VolumeDetect = CollisionFilterGroups.AllFilter, - PhysicalObject = CollisionFilterGroups.AllFilter, - StaticObject = CollisionFilterGroups.AllFilter -} - // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. public enum ConstraintParams : int -- cgit v1.1