BulletSim: change collision flags for groundplane to not interact with static objects.

Reorder collision flag setting code for terrain to fit pattern used elsewhere.
link-sitting
Robert Adams 2013-10-23 16:07:03 -07:00
parent 4830431eb0
commit 511122834b
4 changed files with 15 additions and 9 deletions

View File

@ -120,6 +120,7 @@ public static class BSParam
public static float NumberOfSolverIterations { get; private set; }
public static bool UseSingleSidedMeshes { get; private set; }
public static float GlobalContactBreakingThreshold { get; private set; }
public static float PhysicsUnmanLoggingFrames { get; private set; }
// Avatar parameters
public static float AvatarFriction { get; private set; }
@ -671,6 +672,10 @@ public static class BSParam
0f,
(s) => { return GlobalContactBreakingThreshold; },
(s,v) => { GlobalContactBreakingThreshold = v; s.UnmanagedParams[0].globalContactBreakingThreshold = v; } ),
new ParameterDefn<float>("PhysicsUnmanLoggingFrames", "If non-zero, frames between output of detailed unmanaged physics statistics",
0f,
(s) => { return PhysicsUnmanLoggingFrames; },
(s,v) => { PhysicsUnmanLoggingFrames = v; s.UnmanagedParams[0].physicsLoggingFrames = v; } ),
new ParameterDefn<int>("CSHullMaxDepthSplit", "CS impl: max depth to split for hull. 1-10 but > 7 is iffy",
7 ),

View File

@ -112,15 +112,14 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
m_physicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution);
m_physicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT);
m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
// Return the new terrain to the world of physical objects
m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_mapInfo.terrainBody);
// redo its bounding box now that it is in the world
m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_mapInfo.terrainBody);
m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
m_mapInfo.terrainBody.ApplyCollisionMask(m_physicsScene);
// Make it so the terrain will not move or be considered for movement.
m_physicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);

View File

@ -138,13 +138,14 @@ public sealed class BSTerrainManager : IDisposable
m_groundPlane = m_physicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape,
BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity);
m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane);
m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane);
// Ground plane does not move
m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
// Everything collides with the ground plane.
m_groundPlane.collisionType = CollisionType.Groundplane;
m_groundPlane.ApplyCollisionMask(m_physicsScene);
m_physicsScene.PE.AddObjectToWorld(m_physicsScene.World, m_groundPlane);
m_physicsScene.PE.UpdateSingleAabb(m_physicsScene.World, m_groundPlane);
// Ground plane does not move
m_physicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
BSTerrainPhys initialTerrain = new BSTerrainHeightmap(m_physicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);
lock (m_terrains)

View File

@ -235,7 +235,8 @@ public static Dictionary<CollisionType, CollisionTypeFilterGroup> CollisionTypeM
{ CollisionType.Groundplane,
new CollisionTypeFilterGroup(CollisionType.Groundplane,
(uint)CollisionFilterGroups.BGroundPlaneGroup,
(uint)CollisionFilterGroups.BAllGroup)
// (uint)CollisionFilterGroups.BAllGroup)
(uint)(CollisionFilterGroups.BCharacterGroup | CollisionFilterGroups.BSolidGroup))
},
{ CollisionType.Terrain,
new CollisionTypeFilterGroup(CollisionType.Terrain,