optimize Bullet broadphase using collision groups

This commit is contained in:
Andrew Meadows 2016-04-01 12:06:47 -07:00
parent 25fbf926df
commit de5fe705a3

View file

@ -51,10 +51,10 @@ const int16_t BULLET_COLLISION_GROUP_COLLISIONLESS = 1 << 14;
const int16_t BULLET_COLLISION_MASK_DEFAULT = ~ BULLET_COLLISION_GROUP_COLLISIONLESS;
// STATIC does not collide with itself (as optimization of physics simulation)
const int16_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_STATIC);
const int16_t BULLET_COLLISION_MASK_STATIC = ~ (BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_KINEMATIC | BULLET_COLLISION_GROUP_STATIC);
const int16_t BULLET_COLLISION_MASK_DYNAMIC = BULLET_COLLISION_MASK_DEFAULT;
const int16_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_DEFAULT;
const int16_t BULLET_COLLISION_MASK_KINEMATIC = BULLET_COLLISION_MASK_STATIC;
// MY_AVATAR does not collide with itself
const int16_t BULLET_COLLISION_MASK_MY_AVATAR = ~(BULLET_COLLISION_GROUP_COLLISIONLESS | BULLET_COLLISION_GROUP_MY_AVATAR);