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authorRobert Adams2015-09-08 04:54:16 -0700
committerRobert Adams2015-09-08 04:54:16 -0700
commite5367d822be9b05e74c859afe2d2956a3e95aa33 (patch)
treee904050a30715df587aa527d7f313755177726a7 /OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs
parentadd lost admin_reset_land method (diff)
parentDeleted access control spec from [LoginService] section of standalone config.... (diff)
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Merge of ubitworkvarnew with opensim/master as of 20150905.
This integrates the OpenSim refactoring to make physics, etc into modules. AVN physics hasn't been moved to new location. Does not compile yet. Merge branch 'osmaster' into mbworknew1
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs')
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diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs b/OpenSim/Region/PhysicsModules/BulletS/BSAPIXNA.cs
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1/*
2 * Copyright (c) Contributors, http://opensimulator.org/
3 * See CONTRIBUTORS.TXT for a full list of copyright holders.
4 *
5 * Redistribution and use in source and binary forms, with or without
6 * modification, are permitted provided that the following conditions are met:
7 * * Redistributions of source code must retain the above copyright
8 * notice, this list of conditions and the following disclaimer.
9 * * Redistributions in binary form must reproduce the above copyrightD
10 * notice, this list of conditions and the following disclaimer in the
11 * documentation and/or other materials provided with the distribution.
12 * * Neither the name of the OpenSimulator Project nor the
13 * names of its contributors may be used to endorse or promote products
14 * derived from this software without specific prior written permission.
15 *
16 * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
18 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
20 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
21 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
22 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
23 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
24 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
25 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
26 */
27using System;
28using System.Collections.Generic;
29using System.IO;
30using System.Runtime.InteropServices;
31using System.Text;
32
33using OpenSim.Framework;
34
35using OpenMetaverse;
36
37using BulletXNA;
38using BulletXNA.LinearMath;
39using BulletXNA.BulletCollision;
40using BulletXNA.BulletDynamics;
41using BulletXNA.BulletCollision.CollisionDispatch;
42
43namespace OpenSim.Region.PhysicsModule.BulletS
44{
45public sealed class BSAPIXNA : BSAPITemplate
46{
47private sealed class BulletWorldXNA : BulletWorld
48{
49 public DiscreteDynamicsWorld world;
50 public BulletWorldXNA(uint id, BSScene physScene, DiscreteDynamicsWorld xx)
51 : base(id, physScene)
52 {
53 world = xx;
54 }
55}
56
57private sealed class BulletBodyXNA : BulletBody
58{
59 public CollisionObject body;
60 public RigidBody rigidBody { get { return RigidBody.Upcast(body); } }
61
62 public BulletBodyXNA(uint id, CollisionObject xx)
63 : base(id)
64 {
65 body = xx;
66 }
67 public override bool HasPhysicalBody
68 {
69 get { return body != null; }
70 }
71 public override void Clear()
72 {
73 body = null;
74 }
75 public override string AddrString
76 {
77 get { return "XNARigidBody"; }
78 }
79}
80
81private sealed class BulletShapeXNA : BulletShape
82{
83 public CollisionShape shape;
84 public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ)
85 : base()
86 {
87 shape = xx;
88 shapeType = typ;
89 }
90 public override bool HasPhysicalShape
91 {
92 get { return shape != null; }
93 }
94 public override void Clear()
95 {
96 shape = null;
97 }
98 public override BulletShape Clone()
99 {
100 return new BulletShapeXNA(shape, shapeType);
101 }
102 public override bool ReferenceSame(BulletShape other)
103 {
104 BulletShapeXNA otheru = other as BulletShapeXNA;
105 return (otheru != null) && (this.shape == otheru.shape);
106
107 }
108 public override string AddrString
109 {
110 get { return "XNACollisionShape"; }
111 }
112}
113private sealed class BulletConstraintXNA : BulletConstraint
114{
115 public TypedConstraint constrain;
116 public BulletConstraintXNA(TypedConstraint xx) : base()
117 {
118 constrain = xx;
119 }
120
121 public override void Clear()
122 {
123 constrain = null;
124 }
125 public override bool HasPhysicalConstraint { get { return constrain != null; } }
126
127 // Used for log messages for a unique display of the memory/object allocated to this instance
128 public override string AddrString
129 {
130 get { return "XNAConstraint"; }
131 }
132}
133 internal int m_maxCollisions;
134 internal CollisionDesc[] UpdatedCollisions;
135 internal int LastCollisionDesc = 0;
136 internal int m_maxUpdatesPerFrame;
137 internal int LastEntityProperty = 0;
138
139 internal EntityProperties[] UpdatedObjects;
140 internal Dictionary<uint, GhostObject> specialCollisionObjects;
141
142 private static int m_collisionsThisFrame;
143 private BSScene PhysicsScene { get; set; }
144
145 public override string BulletEngineName { get { return "BulletXNA"; } }
146 public override string BulletEngineVersion { get; protected set; }
147
148 public BSAPIXNA(string paramName, BSScene physScene)
149 {
150 PhysicsScene = physScene;
151 }
152
153 /// <summary>
154 ///
155 /// </summary>
156 /// <param name="p"></param>
157 /// <param name="p_2"></param>
158 public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody)
159 {
160 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
161 RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
162 CollisionObject collisionObject = ((BulletBodyXNA)pBody).body;
163 if (body != null)
164 world.RemoveRigidBody(body);
165 else if (collisionObject != null)
166 world.RemoveCollisionObject(collisionObject);
167 else
168 return false;
169 return true;
170 }
171
172 public override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody)
173 {
174 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
175 RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
176 CollisionObject collisionObject = ((BulletBodyXNA)pBody).body;
177 if (body != null && collisionObject != null && collisionObject.GetBroadphaseHandle() != null)
178 {
179 world.RemoveCollisionObject(collisionObject);
180 world.AddCollisionObject(collisionObject);
181 }
182 return true;
183 }
184
185 public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)
186 {
187 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
188 TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
189 world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects);
190
191 return true;
192
193 }
194
195 public override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint)
196 {
197 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
198 TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
199 world.RemoveConstraint(constraint);
200 return true;
201 }
202
203 public override void SetRestitution(BulletBody pCollisionObject, float pRestitution)
204 {
205 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
206 collisionObject.SetRestitution(pRestitution);
207 }
208
209 public override int GetShapeType(BulletShape pShape)
210 {
211 CollisionShape shape = (pShape as BulletShapeXNA).shape;
212 return (int)shape.GetShapeType();
213 }
214 public override void SetMargin(BulletShape pShape, float pMargin)
215 {
216 CollisionShape shape = (pShape as BulletShapeXNA).shape;
217 shape.SetMargin(pMargin);
218 }
219
220 public override float GetMargin(BulletShape pShape)
221 {
222 CollisionShape shape = (pShape as BulletShapeXNA).shape;
223 return shape.GetMargin();
224 }
225
226 public override void SetLocalScaling(BulletShape pShape, Vector3 pScale)
227 {
228 CollisionShape shape = (pShape as BulletShapeXNA).shape;
229 IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z);
230 shape.SetLocalScaling(ref vec);
231
232 }
233
234 public override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold)
235 {
236 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
237 collisionObject.SetContactProcessingThreshold(contactprocessingthreshold);
238 }
239
240 public override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold)
241 {
242 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
243 collisionObject.SetCcdMotionThreshold(pccdMotionThreashold);
244 }
245
246 public override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius)
247 {
248 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
249 collisionObject.SetCcdSweptSphereRadius(pCcdSweptSphereRadius);
250 }
251
252 public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor)
253 {
254 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
255 body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z));
256 }
257
258 public override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
259 {
260 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
261 CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags();
262 existingcollisionFlags |= pcollisionFlags;
263 collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
264 return (CollisionFlags) (uint) existingcollisionFlags;
265 }
266
267 public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)
268 {
269 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
270 CollisionObject cbody = (pBody as BulletBodyXNA).body;
271 RigidBody rbody = cbody as RigidBody;
272
273 // Bullet resets several variables when an object is added to the world. In particular,
274 // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic
275 // type. Of course, the collision flags in the broadphase proxy are initialized to default.
276 IndexedMatrix origPos = cbody.GetWorldTransform();
277 if (rbody != null)
278 {
279 IndexedVector3 origGrav = rbody.GetGravity();
280 world.AddRigidBody(rbody);
281 rbody.SetGravity(origGrav);
282 }
283 else
284 {
285 world.AddCollisionObject(cbody);
286 }
287 cbody.SetWorldTransform(origPos);
288
289 pBody.ApplyCollisionMask(pWorld.physicsScene);
290
291 //if (body.GetBroadphaseHandle() != null)
292 // world.UpdateSingleAabb(body);
293 return true;
294 }
295
296 public override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState)
297 {
298 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
299 collisionObject.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState);
300 }
301
302 public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject)
303 {
304 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
305 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
306 world.UpdateSingleAabb(collisionObject);
307 }
308
309 public override void UpdateAabbs(BulletWorld pWorld) {
310 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
311 world.UpdateAabbs();
312 }
313 public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) {
314 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
315 return world.GetForceUpdateAllAabbs();
316
317 }
318 public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce)
319 {
320 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
321 world.SetForceUpdateAllAabbs(pForce);
322 }
323
324 public override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask)
325 {
326 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
327 collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
328 collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
329 if ((uint) collisionObject.GetBroadphaseHandle().m_collisionFilterGroup == 0)
330 return false;
331 return true;
332 }
333
334 public override void ClearAllForces(BulletBody pCollisionObject)
335 {
336 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
337 IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0);
338 collisionObject.SetInterpolationLinearVelocity(ref zeroVector);
339 collisionObject.SetInterpolationAngularVelocity(ref zeroVector);
340 IndexedMatrix bodytransform = collisionObject.GetWorldTransform();
341
342 collisionObject.SetInterpolationWorldTransform(ref bodytransform);
343
344 if (collisionObject is RigidBody)
345 {
346 RigidBody rigidbody = collisionObject as RigidBody;
347 rigidbody.SetLinearVelocity(zeroVector);
348 rigidbody.SetAngularVelocity(zeroVector);
349 rigidbody.ClearForces();
350 }
351 }
352
353 public override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3)
354 {
355 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
356 IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
357 collisionObject.SetInterpolationAngularVelocity(ref vec);
358 }
359
360 public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3)
361 {
362 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
363 IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
364 body.SetAngularVelocity(ref vec);
365 }
366 public override Vector3 GetTotalForce(BulletBody pBody)
367 {
368 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
369 IndexedVector3 iv3 = body.GetTotalForce();
370 return new Vector3(iv3.X, iv3.Y, iv3.Z);
371 }
372 public override Vector3 GetTotalTorque(BulletBody pBody)
373 {
374 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
375 IndexedVector3 iv3 = body.GetTotalTorque();
376 return new Vector3(iv3.X, iv3.Y, iv3.Z);
377 }
378 public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody)
379 {
380 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
381 IndexedVector3 iv3 = body.GetInvInertiaDiagLocal();
382 return new Vector3(iv3.X, iv3.Y, iv3.Z);
383 }
384 public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert)
385 {
386 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
387 IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z);
388 body.SetInvInertiaDiagLocal(ref iv3);
389 }
390 public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos)
391 {
392 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
393 IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z);
394 IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z);
395 body.ApplyForce(ref forceiv3, ref posiv3);
396 }
397 public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos)
398 {
399 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
400 IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z);
401 IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z);
402 body.ApplyImpulse(ref impiv3, ref posiv3);
403 }
404
405 public override void ClearForces(BulletBody pBody)
406 {
407 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
408 body.ClearForces();
409 }
410
411 public override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation)
412 {
413 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
414 IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z);
415 IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z,
416 _orientation.W);
417 IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion);
418 mat._origin = vposition;
419 collisionObject.SetWorldTransform(mat);
420
421 }
422
423 public override Vector3 GetPosition(BulletBody pCollisionObject)
424 {
425 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
426 IndexedVector3 pos = collisionObject.GetInterpolationWorldTransform()._origin;
427 return new Vector3(pos.X, pos.Y, pos.Z);
428 }
429
430 public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass)
431 {
432 CollisionShape shape = (pShape as BulletShapeXNA).shape;
433 IndexedVector3 inertia = IndexedVector3.Zero;
434 shape.CalculateLocalInertia(pphysMass, out inertia);
435 return new Vector3(inertia.X, inertia.Y, inertia.Z);
436 }
437
438 public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia)
439 {
440 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
441 if (body != null) // Can't set mass props on collision object.
442 {
443 IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z);
444 body.SetMassProps(pphysMass, inertia);
445 }
446 }
447
448
449 public override void SetObjectForce(BulletBody pBody, Vector3 _force)
450 {
451 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
452 IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z);
453 body.SetTotalForce(ref force);
454 }
455
456 public override void SetFriction(BulletBody pCollisionObject, float _currentFriction)
457 {
458 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
459 collisionObject.SetFriction(_currentFriction);
460 }
461
462 public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity)
463 {
464 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
465 IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z);
466 body.SetLinearVelocity(velocity);
467 }
468
469 public override void Activate(BulletBody pCollisionObject, bool pforceactivation)
470 {
471 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
472 collisionObject.Activate(pforceactivation);
473
474 }
475
476 public override Quaternion GetOrientation(BulletBody pCollisionObject)
477 {
478 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
479 IndexedQuaternion mat = collisionObject.GetInterpolationWorldTransform().GetRotation();
480 return new Quaternion(mat.X, mat.Y, mat.Z, mat.W);
481 }
482
483 public override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
484 {
485 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
486 CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags();
487 existingcollisionFlags &= ~pcollisionFlags;
488 collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
489 return (CollisionFlags)(uint)existingcollisionFlags;
490 }
491
492 public override float GetCcdMotionThreshold(BulletBody pCollisionObject)
493 {
494 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
495 return collisionObject.GetCcdSquareMotionThreshold();
496 }
497
498 public override float GetCcdSweptSphereRadius(BulletBody pCollisionObject)
499 {
500 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
501 return collisionObject.GetCcdSweptSphereRadius();
502
503 }
504
505 public override IntPtr GetUserPointer(BulletBody pCollisionObject)
506 {
507 CollisionObject shape = (pCollisionObject as BulletBodyXNA).body;
508 return (IntPtr)shape.GetUserPointer();
509 }
510
511 public override void SetUserPointer(BulletBody pCollisionObject, IntPtr val)
512 {
513 CollisionObject shape = (pCollisionObject as BulletBodyXNA).body;
514 shape.SetUserPointer(val);
515 }
516
517 public override void SetGravity(BulletBody pBody, Vector3 pGravity)
518 {
519 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
520 if (body != null) // Can't set collisionobject.set gravity
521 {
522 IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z);
523 body.SetGravity(gravity);
524 }
525 }
526
527 public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint)
528 {
529 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
530 TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
531 world.RemoveConstraint(constraint);
532 return true;
533 }
534
535 public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
536 {
537 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
538 IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z);
539 IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z);
540 constraint.SetLinearLowerLimit(lowlimit);
541 constraint.SetLinearUpperLimit(highlimit);
542 return true;
543 }
544
545 public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
546 {
547 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
548 IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z);
549 IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z);
550 constraint.SetAngularLowerLimit(lowlimit);
551 constraint.SetAngularUpperLimit(highlimit);
552 return true;
553 }
554
555 public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt)
556 {
557 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
558 constraint.SetOverrideNumSolverIterations((int)cnt);
559 }
560
561 public override bool CalculateTransforms(BulletConstraint pConstraint)
562 {
563 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
564 constraint.CalculateTransforms();
565 return true;
566 }
567
568 public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2)
569 {
570 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
571 constraint.SetEnabled((p_2 == 0) ? false : true);
572 }
573
574
575 public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
576 Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
577 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
578
579 {
580 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
581 RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
582 RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody;
583 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
584 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
585 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
586 frame1._origin = frame1v;
587
588 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
589 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
590 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
591 frame2._origin = frame1v;
592
593 Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2,
594 puseLinearReferenceFrameA);
595 consttr.CalculateTransforms();
596 world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies);
597
598 return new BulletConstraintXNA(consttr);
599 }
600
601 public override BulletConstraint Create6DofConstraintFixed(BulletWorld pWorld, BulletBody pBody1,
602 Vector3 pframe1, Quaternion pframe1rot,
603 bool pUseLinearReferenceFrameB, bool pdisableCollisionsBetweenLinkedBodies)
604 {
605 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
606 RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
607 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
608 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
609 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
610 frame1._origin = frame1v;
611
612 Generic6DofConstraint consttr = new Generic6DofConstraint(body1, ref frame1, pUseLinearReferenceFrameB);
613 consttr.CalculateTransforms();
614 world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies);
615
616 return new BulletConstraintXNA(consttr);
617 }
618
619 /// <summary>
620 ///
621 /// </summary>
622 /// <param name="pWorld"></param>
623 /// <param name="pBody1"></param>
624 /// <param name="pBody2"></param>
625 /// <param name="pjoinPoint"></param>
626 /// <param name="puseLinearReferenceFrameA"></param>
627 /// <param name="pdisableCollisionsBetweenLinkedBodies"></param>
628 /// <returns></returns>
629 public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
630 {
631 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
632 RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
633 RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody;
634 IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0));
635 IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0));
636
637 IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z);
638 IndexedMatrix mat = IndexedMatrix.Identity;
639 mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z);
640 frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint;
641 frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint;
642
643 Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
644 consttr.CalculateTransforms();
645 world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies);
646
647 return new BulletConstraintXNA(consttr);
648 }
649 //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot);
650 public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot)
651 {
652 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
653 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
654 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
655 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
656 frame1._origin = frame1v;
657
658 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
659 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
660 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
661 frame2._origin = frame2v;
662 constraint.SetFrames(ref frame1, ref frame2);
663 return true;
664 }
665
666 public override Vector3 GetLinearVelocity(BulletBody pBody)
667 {
668 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
669 IndexedVector3 iv3 = body.GetLinearVelocity();
670 return new Vector3(iv3.X, iv3.Y, iv3.Z);
671 }
672 public override Vector3 GetAngularVelocity(BulletBody pBody)
673 {
674 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
675 IndexedVector3 iv3 = body.GetAngularVelocity();
676 return new Vector3(iv3.X, iv3.Y, iv3.Z);
677 }
678 public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos)
679 {
680 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
681 IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z);
682 IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3);
683 return new Vector3(iv3.X, iv3.Y, iv3.Z);
684 }
685 public override void Translate(BulletBody pCollisionObject, Vector3 trans)
686 {
687 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
688 collisionObject.Translate(new IndexedVector3(trans.X,trans.Y,trans.Z));
689 }
690 public override void UpdateDeactivation(BulletBody pBody, float timeStep)
691 {
692 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
693 body.UpdateDeactivation(timeStep);
694 }
695
696 public override bool WantsSleeping(BulletBody pBody)
697 {
698 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
699 return body.WantsSleeping();
700 }
701
702 public override void SetAngularFactor(BulletBody pBody, float factor)
703 {
704 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
705 body.SetAngularFactor(factor);
706 }
707
708 public override Vector3 GetAngularFactor(BulletBody pBody)
709 {
710 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
711 IndexedVector3 iv3 = body.GetAngularFactor();
712 return new Vector3(iv3.X, iv3.Y, iv3.Z);
713 }
714
715 public override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject)
716 {
717 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
718 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
719 return world.IsInWorld(collisionObject);
720 }
721
722 public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
723 {
724 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
725 TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain;
726 body.AddConstraintRef(constrain);
727 }
728
729 public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
730 {
731 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
732 TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain;
733 body.RemoveConstraintRef(constrain);
734 }
735
736 public override BulletConstraint GetConstraintRef(BulletBody pBody, int index)
737 {
738 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
739 return new BulletConstraintXNA(body.GetConstraintRef(index));
740 }
741
742 public override int GetNumConstraintRefs(BulletBody pBody)
743 {
744 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
745 return body.GetNumConstraintRefs();
746 }
747
748 public override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity)
749 {
750 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
751 IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z);
752 collisionObject.SetInterpolationLinearVelocity(ref velocity);
753 }
754
755 public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff)
756 {
757 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
758 constraint.SetUseFrameOffset((onOff == 0) ? false : true);
759 return true;
760 }
761 //SetBreakingImpulseThreshold(m_constraint.ptr, threshold);
762 public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold)
763 {
764 Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
765 constraint.SetBreakingImpulseThreshold(threshold);
766 return true;
767 }
768 public override bool HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation)
769 {
770 HingeConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as HingeConstraint;
771 if (softness == HINGE_NOT_SPECIFIED)
772 constraint.SetLimit(low, high);
773 else
774 constraint.SetLimit(low, high, softness, bias, relaxation);
775 return true;
776 }
777 public override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse)
778 {
779 Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
780 constraint.EnableSpring(index, (numericTrueFalse == 0f ? false : true));
781 return true;
782 }
783
784 public override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint)
785 {
786 Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
787 if (index == SPRING_NOT_SPECIFIED)
788 {
789 constraint.SetEquilibriumPoint();
790 }
791 else
792 {
793 if (equilibriumPoint == SPRING_NOT_SPECIFIED)
794 constraint.SetEquilibriumPoint(index);
795 else
796 constraint.SetEquilibriumPoint(index, equilibriumPoint);
797 }
798 return true;
799 }
800
801 public override bool SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness)
802 {
803 Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
804 constraint.SetStiffness(index, stiffness);
805 return true;
806 }
807
808 public override bool SpringSetDamping(BulletConstraint pConstraint, int index, float damping)
809 {
810 Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
811 constraint.SetDamping(index, damping);
812 return true;
813 }
814
815 public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val)
816 {
817 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
818 switch (lowerUpper)
819 {
820 case SLIDER_LOWER_LIMIT:
821 switch (linAng)
822 {
823 case SLIDER_LINEAR:
824 constraint.SetLowerLinLimit(val);
825 break;
826 case SLIDER_ANGULAR:
827 constraint.SetLowerAngLimit(val);
828 break;
829 }
830 break;
831 case SLIDER_UPPER_LIMIT:
832 switch (linAng)
833 {
834 case SLIDER_LINEAR:
835 constraint.SetUpperLinLimit(val);
836 break;
837 case SLIDER_ANGULAR:
838 constraint.SetUpperAngLimit(val);
839 break;
840 }
841 break;
842 }
843 return true;
844 }
845 public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val)
846 {
847 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
848 switch (softRestDamp)
849 {
850 case SLIDER_SET_SOFTNESS:
851 switch (dirLimOrtho)
852 {
853 case SLIDER_SET_DIRECTION:
854 switch (linAng)
855 {
856 case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break;
857 case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break;
858 }
859 break;
860 case SLIDER_SET_LIMIT:
861 switch (linAng)
862 {
863 case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break;
864 case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break;
865 }
866 break;
867 case SLIDER_SET_ORTHO:
868 switch (linAng)
869 {
870 case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break;
871 case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break;
872 }
873 break;
874 }
875 break;
876 case SLIDER_SET_RESTITUTION:
877 switch (dirLimOrtho)
878 {
879 case SLIDER_SET_DIRECTION:
880 switch (linAng)
881 {
882 case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break;
883 case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break;
884 }
885 break;
886 case SLIDER_SET_LIMIT:
887 switch (linAng)
888 {
889 case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break;
890 case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break;
891 }
892 break;
893 case SLIDER_SET_ORTHO:
894 switch (linAng)
895 {
896 case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break;
897 case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break;
898 }
899 break;
900 }
901 break;
902 case SLIDER_SET_DAMPING:
903 switch (dirLimOrtho)
904 {
905 case SLIDER_SET_DIRECTION:
906 switch (linAng)
907 {
908 case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break;
909 case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break;
910 }
911 break;
912 case SLIDER_SET_LIMIT:
913 switch (linAng)
914 {
915 case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break;
916 case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break;
917 }
918 break;
919 case SLIDER_SET_ORTHO:
920 switch (linAng)
921 {
922 case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break;
923 case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break;
924 }
925 break;
926 }
927 break;
928 }
929 return true;
930 }
931 public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse)
932 {
933 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
934 switch (linAng)
935 {
936 case SLIDER_LINEAR:
937 constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true);
938 break;
939 case SLIDER_ANGULAR:
940 constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true);
941 break;
942 }
943 return true;
944 }
945 public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val)
946 {
947 SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
948 switch (forceVel)
949 {
950 case SLIDER_MOTOR_VELOCITY:
951 switch (linAng)
952 {
953 case SLIDER_LINEAR:
954 constraint.SetTargetLinMotorVelocity(val);
955 break;
956 case SLIDER_ANGULAR:
957 constraint.SetTargetAngMotorVelocity(val);
958 break;
959 }
960 break;
961 case SLIDER_MAX_MOTOR_FORCE:
962 switch (linAng)
963 {
964 case SLIDER_LINEAR:
965 constraint.SetMaxLinMotorForce(val);
966 break;
967 case SLIDER_ANGULAR:
968 constraint.SetMaxAngMotorForce(val);
969 break;
970 }
971 break;
972 }
973 return true;
974 }
975
976 //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping);
977 public override void SetAngularDamping(BulletBody pBody, float angularDamping)
978 {
979 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
980 float lineardamping = body.GetLinearDamping();
981 body.SetDamping(lineardamping, angularDamping);
982
983 }
984
985 public override void UpdateInertiaTensor(BulletBody pBody)
986 {
987 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
988 if (body != null) // can't update inertia tensor on CollisionObject
989 body.UpdateInertiaTensor();
990 }
991
992 public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape)
993 {
994 CompoundShape shape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape;
995 shape.RecalculateLocalAabb();
996 }
997
998 //BulletSimAPI.GetCollisionFlags(PhysBody.ptr)
999 public override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject)
1000 {
1001 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1002 uint flags = (uint)collisionObject.GetCollisionFlags();
1003 return (CollisionFlags) flags;
1004 }
1005
1006 public override void SetDamping(BulletBody pBody, float pLinear, float pAngular)
1007 {
1008 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1009 body.SetDamping(pLinear, pAngular);
1010 }
1011 //PhysBody.ptr, PhysicsScene.Params.deactivationTime);
1012 public override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime)
1013 {
1014 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1015 collisionObject.SetDeactivationTime(pDeactivationTime);
1016 }
1017 //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
1018 public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold)
1019 {
1020 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1021 body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold);
1022 }
1023
1024 public override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject)
1025 {
1026 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
1027 return (CollisionObjectTypes)(int) collisionObject.GetInternalType();
1028 }
1029
1030 public override void ApplyGravity(BulletBody pBody)
1031 {
1032
1033 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1034 body.ApplyGravity();
1035 }
1036
1037 public override Vector3 GetGravity(BulletBody pBody)
1038 {
1039 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1040 IndexedVector3 gravity = body.GetGravity();
1041 return new Vector3(gravity.X, gravity.Y, gravity.Z);
1042 }
1043
1044 public override void SetLinearDamping(BulletBody pBody, float lin_damping)
1045 {
1046 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1047 float angularDamping = body.GetAngularDamping();
1048 body.SetDamping(lin_damping, angularDamping);
1049 }
1050
1051 public override float GetLinearDamping(BulletBody pBody)
1052 {
1053 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1054 return body.GetLinearDamping();
1055 }
1056
1057 public override float GetAngularDamping(BulletBody pBody)
1058 {
1059 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1060 return body.GetAngularDamping();
1061 }
1062
1063 public override float GetLinearSleepingThreshold(BulletBody pBody)
1064 {
1065 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1066 return body.GetLinearSleepingThreshold();
1067 }
1068
1069 public override void ApplyDamping(BulletBody pBody, float timeStep)
1070 {
1071 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1072 body.ApplyDamping(timeStep);
1073 }
1074
1075 public override Vector3 GetLinearFactor(BulletBody pBody)
1076 {
1077 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1078 IndexedVector3 linearFactor = body.GetLinearFactor();
1079 return new Vector3(linearFactor.X, linearFactor.Y, linearFactor.Z);
1080 }
1081
1082 public override void SetLinearFactor(BulletBody pBody, Vector3 factor)
1083 {
1084 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1085 body.SetLinearFactor(new IndexedVector3(factor.X, factor.Y, factor.Z));
1086 }
1087
1088 public override void SetCenterOfMassByPosRot(BulletBody pBody, Vector3 pos, Quaternion rot)
1089 {
1090 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1091 IndexedQuaternion quat = new IndexedQuaternion(rot.X, rot.Y, rot.Z,rot.W);
1092 IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(quat);
1093 mat._origin = new IndexedVector3(pos.X, pos.Y, pos.Z);
1094 body.SetCenterOfMassTransform( ref mat);
1095 /* TODO: double check this */
1096 }
1097
1098 //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum);
1099 public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum)
1100 {
1101 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1102 IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
1103 body.ApplyCentralForce(ref fSum);
1104 }
1105 public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum)
1106 {
1107 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1108 IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
1109 body.ApplyCentralImpulse(ref fSum);
1110 }
1111 public override void ApplyTorque(BulletBody pBody, Vector3 pfSum)
1112 {
1113 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1114 IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
1115 body.ApplyTorque(ref fSum);
1116 }
1117 public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum)
1118 {
1119 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1120 IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
1121 body.ApplyTorqueImpulse(ref fSum);
1122 }
1123
1124 public override void DestroyObject(BulletWorld pWorld, BulletBody pBody)
1125 {
1126 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1127 CollisionObject co = (pBody as BulletBodyXNA).rigidBody;
1128 RigidBody bo = co as RigidBody;
1129 if (bo == null)
1130 {
1131
1132 if (world.IsInWorld(co))
1133 {
1134 world.RemoveCollisionObject(co);
1135 }
1136 }
1137 else
1138 {
1139
1140 if (world.IsInWorld(bo))
1141 {
1142 world.RemoveRigidBody(bo);
1143 }
1144 }
1145 if (co != null)
1146 {
1147 if (co.GetUserPointer() != null)
1148 {
1149 uint localId = (uint) co.GetUserPointer();
1150 if (specialCollisionObjects.ContainsKey(localId))
1151 {
1152 specialCollisionObjects.Remove(localId);
1153 }
1154 }
1155 }
1156
1157 }
1158
1159 public override void Shutdown(BulletWorld pWorld)
1160 {
1161 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1162 world.Cleanup();
1163 }
1164
1165 public override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id)
1166 {
1167 CollisionShape shape1 = (pShape as BulletShapeXNA).shape;
1168
1169 // TODO: Turn this from a reference copy to a Value Copy.
1170 BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType()));
1171
1172 return shape2;
1173 }
1174
1175 public override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape)
1176 {
1177 //TODO:
1178 return false;
1179 }
1180 //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation);
1181
1182 public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
1183 {
1184 CollisionWorld world = (pWorld as BulletWorldXNA).world;
1185 IndexedMatrix mat =
1186 IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y,
1187 pRawOrientation.Z, pRawOrientation.W));
1188 mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
1189 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1190 //UpdateSingleAabb(world, shape);
1191 // TODO: Feed Update array into null
1192 SimMotionState motionState = new SimMotionState(this, pLocalID, mat, null);
1193 RigidBody body = new RigidBody(0,motionState,shape,IndexedVector3.Zero);
1194 RigidBodyConstructionInfo constructionInfo = new RigidBodyConstructionInfo(0, motionState, shape, IndexedVector3.Zero)
1195 {
1196 m_mass = 0
1197 };
1198 /*
1199 m_mass = mass;
1200 m_motionState =motionState;
1201 m_collisionShape = collisionShape;
1202 m_localInertia = localInertia;
1203 m_linearDamping = 0f;
1204 m_angularDamping = 0f;
1205 m_friction = 0.5f;
1206 m_restitution = 0f;
1207 m_linearSleepingThreshold = 0.8f;
1208 m_angularSleepingThreshold = 1f;
1209 m_additionalDamping = false;
1210 m_additionalDampingFactor = 0.005f;
1211 m_additionalLinearDampingThresholdSqr = 0.01f;
1212 m_additionalAngularDampingThresholdSqr = 0.01f;
1213 m_additionalAngularDampingFactor = 0.01f;
1214 m_startWorldTransform = IndexedMatrix.Identity;
1215 */
1216 body.SetUserPointer(pLocalID);
1217
1218 return new BulletBodyXNA(pLocalID, body);
1219 }
1220
1221
1222 public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
1223 {
1224
1225 IndexedMatrix mat =
1226 IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y,
1227 pRawOrientation.Z, pRawOrientation.W));
1228 mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
1229
1230 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1231
1232 // TODO: Feed Update array into null
1233 RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero);
1234 body.SetWorldTransform(mat);
1235 body.SetUserPointer(pLocalID);
1236 return new BulletBodyXNA(pLocalID, body);
1237 }
1238 //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
1239 public override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags)
1240 {
1241 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1242 collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags);
1243 return (CollisionFlags)collisionObject.GetCollisionFlags();
1244 }
1245
1246 public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain)
1247 {
1248
1249 /* TODO */
1250 return Vector3.Zero;
1251 }
1252 public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; }
1253 public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; }
1254 public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; }
1255 public override bool IsStaticObject(BulletBody pCollisionObject)
1256 {
1257 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1258 return collisionObject.IsStaticObject();
1259
1260 }
1261 public override bool IsKinematicObject(BulletBody pCollisionObject)
1262 {
1263 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1264 return collisionObject.IsKinematicObject();
1265 }
1266 public override bool IsStaticOrKinematicObject(BulletBody pCollisionObject)
1267 {
1268 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1269 return collisionObject.IsStaticOrKinematicObject();
1270 }
1271 public override bool HasContactResponse(BulletBody pCollisionObject)
1272 {
1273 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1274 return collisionObject.HasContactResponse();
1275 }
1276 public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; }
1277 public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ }
1278 public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; }
1279 public override bool IsActive(BulletBody pBody) { /* TODO */ return false; }
1280 public override float GetRestitution(BulletBody pBody) { /* TODO */ return 0f; }
1281 public override float GetFriction(BulletBody pBody) { /* TODO */ return 0f; }
1282 public override void SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel) { /* TODO */ }
1283 public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; }
1284
1285 //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
1286 public override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction)
1287 {
1288 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1289 collisionObject.SetHitFraction(pHitFraction);
1290 }
1291 //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale);
1292 public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale)
1293 {
1294 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1295 IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z);
1296 CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight);
1297 capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin);
1298 capsuleShapeZ.SetLocalScaling(ref scale);
1299
1300 return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE); ;
1301 }
1302
1303 public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
1304 int maxCollisions, ref CollisionDesc[] collisionArray,
1305 int maxUpdates, ref EntityProperties[] updateArray
1306 )
1307 {
1308
1309 UpdatedObjects = updateArray;
1310 UpdatedCollisions = collisionArray;
1311 /* TODO */
1312 ConfigurationParameters[] configparms = new ConfigurationParameters[1];
1313 configparms[0] = parms;
1314 Vector3 worldExtent = maxPosition;
1315 m_maxCollisions = maxCollisions;
1316 m_maxUpdatesPerFrame = maxUpdates;
1317 specialCollisionObjects = new Dictionary<uint, GhostObject>();
1318
1319 return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null));
1320 }
1321
1322 private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent,
1323 ConfigurationParameters[] o,
1324 int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray,
1325 int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray,
1326 object mDebugLogCallbackHandle)
1327 {
1328 CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
1329
1330 p.angularDamping = BSParam.AngularDamping;
1331 p.defaultFriction = o[0].defaultFriction;
1332 p.defaultFriction = o[0].defaultFriction;
1333 p.defaultDensity = o[0].defaultDensity;
1334 p.defaultRestitution = o[0].defaultRestitution;
1335 p.collisionMargin = o[0].collisionMargin;
1336 p.gravity = o[0].gravity;
1337
1338 p.linearDamping = BSParam.LinearDamping;
1339 p.angularDamping = BSParam.AngularDamping;
1340 p.deactivationTime = BSParam.DeactivationTime;
1341 p.linearSleepingThreshold = BSParam.LinearSleepingThreshold;
1342 p.angularSleepingThreshold = BSParam.AngularSleepingThreshold;
1343 p.ccdMotionThreshold = BSParam.CcdMotionThreshold;
1344 p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius;
1345 p.contactProcessingThreshold = BSParam.ContactProcessingThreshold;
1346
1347 p.terrainImplementation = BSParam.TerrainImplementation;
1348 p.terrainFriction = BSParam.TerrainFriction;
1349
1350 p.terrainHitFraction = BSParam.TerrainHitFraction;
1351 p.terrainRestitution = BSParam.TerrainRestitution;
1352 p.terrainCollisionMargin = BSParam.TerrainCollisionMargin;
1353
1354 p.avatarFriction = BSParam.AvatarFriction;
1355 p.avatarStandingFriction = BSParam.AvatarStandingFriction;
1356 p.avatarDensity = BSParam.AvatarDensity;
1357 p.avatarRestitution = BSParam.AvatarRestitution;
1358 p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth;
1359 p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth;
1360 p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight;
1361 p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold;
1362
1363 p.vehicleAngularDamping = BSParam.VehicleAngularDamping;
1364
1365 p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
1366 p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
1367 p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation;
1368 p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs;
1369 p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder;
1370 p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands;
1371 p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching;
1372 p.numberOfSolverIterations = o[0].numberOfSolverIterations;
1373
1374 p.linksetImplementation = BSParam.LinksetImplementation;
1375 p.linkConstraintUseFrameOffset = BSParam.NumericBool(BSParam.LinkConstraintUseFrameOffset);
1376 p.linkConstraintEnableTransMotor = BSParam.NumericBool(BSParam.LinkConstraintEnableTransMotor);
1377 p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
1378 p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
1379 p.linkConstraintERP = BSParam.LinkConstraintERP;
1380 p.linkConstraintCFM = BSParam.LinkConstraintCFM;
1381 p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations;
1382 p.physicsLoggingFrames = o[0].physicsLoggingFrames;
1383 DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();
1384
1385 DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
1386 CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci);
1387
1388
1389 if (p.maxPersistantManifoldPoolSize > 0)
1390 cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize;
1391 if (p.shouldDisableContactPoolDynamicAllocation !=0)
1392 m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
1393 //if (p.maxCollisionAlgorithmPoolSize >0 )
1394
1395 DbvtBroadphase m_broadphase = new DbvtBroadphase();
1396 //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0);
1397 //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256);
1398
1399 //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true);
1400 m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());
1401
1402 SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver();
1403
1404 DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci);
1405
1406 world.LastCollisionDesc = 0;
1407 world.LastEntityProperty = 0;
1408
1409 world.WorldSettings.Params = p;
1410 world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0);
1411 world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD;
1412 if (p.shouldRandomizeSolverOrder != 0)
1413 world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER;
1414
1415 world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0);
1416 //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port
1417
1418 if (p.shouldEnableFrictionCaching != 0)
1419 world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;
1420
1421 if (p.numberOfSolverIterations > 0)
1422 world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations;
1423
1424
1425 world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping;
1426 world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution;
1427 world.GetSolverInfo().m_globalCfm = 0.0f;
1428 world.GetSolverInfo().m_tau = 0.6f;
1429 world.GetSolverInfo().m_friction = 0.3f;
1430 world.GetSolverInfo().m_maxErrorReduction = 20f;
1431 world.GetSolverInfo().m_numIterations = 10;
1432 world.GetSolverInfo().m_erp = 0.2f;
1433 world.GetSolverInfo().m_erp2 = 0.1f;
1434 world.GetSolverInfo().m_sor = 1.0f;
1435 world.GetSolverInfo().m_splitImpulse = false;
1436 world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f;
1437 world.GetSolverInfo().m_linearSlop = 0.0f;
1438 world.GetSolverInfo().m_warmstartingFactor = 0.85f;
1439 world.GetSolverInfo().m_restingContactRestitutionThreshold = 2;
1440 world.SetForceUpdateAllAabbs(true);
1441
1442 //BSParam.TerrainImplementation = 0;
1443 world.SetGravity(new IndexedVector3(0,0,p.gravity));
1444
1445 // Turn off Pooling since globals and pooling are bad for threading.
1446 BulletGlobals.VoronoiSimplexSolverPool.SetPoolingEnabled(false);
1447 BulletGlobals.SubSimplexConvexCastPool.SetPoolingEnabled(false);
1448 BulletGlobals.ManifoldPointPool.SetPoolingEnabled(false);
1449 BulletGlobals.CastResultPool.SetPoolingEnabled(false);
1450 BulletGlobals.SphereShapePool.SetPoolingEnabled(false);
1451 BulletGlobals.DbvtNodePool.SetPoolingEnabled(false);
1452 BulletGlobals.SingleRayCallbackPool.SetPoolingEnabled(false);
1453 BulletGlobals.SubSimplexClosestResultPool.SetPoolingEnabled(false);
1454 BulletGlobals.GjkPairDetectorPool.SetPoolingEnabled(false);
1455 BulletGlobals.DbvtTreeColliderPool.SetPoolingEnabled(false);
1456 BulletGlobals.SingleSweepCallbackPool.SetPoolingEnabled(false);
1457 BulletGlobals.BroadphaseRayTesterPool.SetPoolingEnabled(false);
1458 BulletGlobals.ClosestNotMeConvexResultCallbackPool.SetPoolingEnabled(false);
1459 BulletGlobals.GjkEpaPenetrationDepthSolverPool.SetPoolingEnabled(false);
1460 BulletGlobals.ContinuousConvexCollisionPool.SetPoolingEnabled(false);
1461 BulletGlobals.DbvtStackDataBlockPool.SetPoolingEnabled(false);
1462
1463 BulletGlobals.BoxBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
1464 BulletGlobals.CompoundCollisionAlgorithmPool.SetPoolingEnabled(false);
1465 BulletGlobals.ConvexConcaveCollisionAlgorithmPool.SetPoolingEnabled(false);
1466 BulletGlobals.ConvexConvexAlgorithmPool.SetPoolingEnabled(false);
1467 BulletGlobals.ConvexPlaneAlgorithmPool.SetPoolingEnabled(false);
1468 BulletGlobals.SphereBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
1469 BulletGlobals.SphereSphereCollisionAlgorithmPool.SetPoolingEnabled(false);
1470 BulletGlobals.SphereTriangleCollisionAlgorithmPool.SetPoolingEnabled(false);
1471 BulletGlobals.GImpactCollisionAlgorithmPool.SetPoolingEnabled(false);
1472 BulletGlobals.GjkEpaSolver2MinkowskiDiffPool.SetPoolingEnabled(false);
1473 BulletGlobals.PersistentManifoldPool.SetPoolingEnabled(false);
1474 BulletGlobals.ManifoldResultPool.SetPoolingEnabled(false);
1475 BulletGlobals.GJKPool.SetPoolingEnabled(false);
1476 BulletGlobals.GIM_ShapeRetrieverPool.SetPoolingEnabled(false);
1477 BulletGlobals.TriangleShapePool.SetPoolingEnabled(false);
1478 BulletGlobals.SphereTriangleDetectorPool.SetPoolingEnabled(false);
1479 BulletGlobals.CompoundLeafCallbackPool.SetPoolingEnabled(false);
1480 BulletGlobals.GjkConvexCastPool.SetPoolingEnabled(false);
1481 BulletGlobals.LocalTriangleSphereCastCallbackPool.SetPoolingEnabled(false);
1482 BulletGlobals.BridgeTriangleRaycastCallbackPool.SetPoolingEnabled(false);
1483 BulletGlobals.BridgeTriangleConcaveRaycastCallbackPool.SetPoolingEnabled(false);
1484 BulletGlobals.BridgeTriangleConvexcastCallbackPool.SetPoolingEnabled(false);
1485 BulletGlobals.MyNodeOverlapCallbackPool.SetPoolingEnabled(false);
1486 BulletGlobals.ClosestRayResultCallbackPool.SetPoolingEnabled(false);
1487 BulletGlobals.DebugDrawcallbackPool.SetPoolingEnabled(false);
1488
1489 return world;
1490 }
1491 //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL
1492 public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis)
1493 {
1494 Generic6DofConstraint constrain = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
1495 if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL)
1496 {
1497 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0);
1498 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1);
1499 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2);
1500 }
1501 if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL)
1502 {
1503 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3);
1504 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4);
1505 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5);
1506 }
1507 if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL)
1508 {
1509 constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis);
1510 }
1511 return true;
1512 }
1513
1514 public override bool PushUpdate(BulletBody pCollisionObject)
1515 {
1516 bool ret = false;
1517 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1518 RigidBody rb = collisionObject as RigidBody;
1519 if (rb != null)
1520 {
1521 SimMotionState sms = rb.GetMotionState() as SimMotionState;
1522 if (sms != null)
1523 {
1524 IndexedMatrix wt = IndexedMatrix.Identity;
1525 sms.GetWorldTransform(out wt);
1526 sms.SetWorldTransform(ref wt, true);
1527 ret = true;
1528 }
1529 }
1530 return ret;
1531
1532 }
1533
1534 public override float GetAngularMotionDisc(BulletShape pShape)
1535 {
1536 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1537 return shape.GetAngularMotionDisc();
1538 }
1539 public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor)
1540 {
1541 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1542 return shape.GetContactBreakingThreshold(defaultFactor);
1543 }
1544 public override bool IsCompound(BulletShape pShape)
1545 {
1546 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1547 return shape.IsCompound();
1548 }
1549 public override bool IsSoftBody(BulletShape pShape)
1550 {
1551 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1552 return shape.IsSoftBody();
1553 }
1554 public override bool IsPolyhedral(BulletShape pShape)
1555 {
1556 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1557 return shape.IsPolyhedral();
1558 }
1559 public override bool IsConvex2d(BulletShape pShape)
1560 {
1561 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1562 return shape.IsConvex2d();
1563 }
1564 public override bool IsConvex(BulletShape pShape)
1565 {
1566 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1567 return shape.IsConvex();
1568 }
1569 public override bool IsNonMoving(BulletShape pShape)
1570 {
1571 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1572 return shape.IsNonMoving();
1573 }
1574 public override bool IsConcave(BulletShape pShape)
1575 {
1576 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1577 return shape.IsConcave();
1578 }
1579 public override bool IsInfinite(BulletShape pShape)
1580 {
1581 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1582 return shape.IsInfinite();
1583 }
1584 public override bool IsNativeShape(BulletShape pShape)
1585 {
1586 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1587 bool ret;
1588 switch (shape.GetShapeType())
1589 {
1590 case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE:
1591 case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE:
1592 case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE:
1593 case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE:
1594 ret = true;
1595 break;
1596 default:
1597 ret = false;
1598 break;
1599 }
1600 return ret;
1601 }
1602
1603 public override void SetShapeCollisionMargin(BulletShape pShape, float pMargin)
1604 {
1605 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1606 shape.SetMargin(pMargin);
1607 }
1608
1609 //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation
1610 public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
1611 {
1612 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1613 IndexedMatrix bodyTransform = new IndexedMatrix();
1614 bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
1615 bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W));
1616 GhostObject gObj = new PairCachingGhostObject();
1617 gObj.SetWorldTransform(bodyTransform);
1618 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1619 gObj.SetCollisionShape(shape);
1620 gObj.SetUserPointer(pLocalID);
1621
1622 if (specialCollisionObjects.ContainsKey(pLocalID))
1623 specialCollisionObjects[pLocalID] = gObj;
1624 else
1625 specialCollisionObjects.Add(pLocalID, gObj);
1626
1627 // TODO: Add to Special CollisionObjects!
1628 return new BulletBodyXNA(pLocalID, gObj);
1629 }
1630
1631 public override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape)
1632 {
1633 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1634 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
1635 if (pShape == null)
1636 {
1637 collisionObject.SetCollisionShape(new EmptyShape());
1638 }
1639 else
1640 {
1641 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1642 collisionObject.SetCollisionShape(shape);
1643 }
1644 }
1645 public override BulletShape GetCollisionShape(BulletBody pCollisionObject)
1646 {
1647 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1648 CollisionShape shape = collisionObject.GetCollisionShape();
1649 return new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType()));
1650 }
1651
1652 //(PhysicsScene.World.ptr, nativeShapeData)
1653 public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData)
1654 {
1655 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1656 CollisionShape shape = null;
1657 switch (pShapeData.Type)
1658 {
1659 case BSPhysicsShapeType.SHAPE_BOX:
1660 shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f));
1661 break;
1662 case BSPhysicsShapeType.SHAPE_CONE:
1663 shape = new ConeShapeZ(0.5f, 1.0f);
1664 break;
1665 case BSPhysicsShapeType.SHAPE_CYLINDER:
1666 shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f));
1667 break;
1668 case BSPhysicsShapeType.SHAPE_SPHERE:
1669 shape = new SphereShape(0.5f);
1670 break;
1671
1672 }
1673 if (shape != null)
1674 {
1675 IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z);
1676 shape.SetMargin(world.WorldSettings.Params.collisionMargin);
1677 shape.SetLocalScaling(ref scaling);
1678
1679 }
1680 return new BulletShapeXNA(shape, pShapeData.Type);
1681 }
1682 //PhysicsScene.World.ptr, false
1683 public override BulletShape CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree)
1684 {
1685 return new BulletShapeXNA(new CompoundShape(enableDynamicAabbTree), BSPhysicsShapeType.SHAPE_COMPOUND);
1686 }
1687
1688 public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape)
1689 {
1690 CompoundShape compoundshape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape;
1691 return compoundshape.GetNumChildShapes();
1692 }
1693 //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot
1694 public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot)
1695 {
1696 IndexedMatrix relativeTransform = new IndexedMatrix();
1697 CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape;
1698 CollisionShape addshape = (paddShape as BulletShapeXNA).shape;
1699
1700 relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z);
1701 relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W));
1702 compoundshape.AddChildShape(ref relativeTransform, addshape);
1703
1704 }
1705
1706 public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii)
1707 {
1708 CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape;
1709 CollisionShape ret = null;
1710 ret = compoundshape.GetChildShape(pii);
1711 compoundshape.RemoveChildShapeByIndex(pii);
1712 return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType()));
1713 }
1714
1715 public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) {
1716
1717 if (cShape == null)
1718 return null;
1719 CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape;
1720 CollisionShape shape = compoundShape.GetChildShape(indx);
1721 BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType()));
1722
1723
1724 return retShape;
1725 }
1726
1727 public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin)
1728 {
1729 BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1730 switch (pin)
1731 {
1732 case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE:
1733 ret = BSPhysicsShapeType.SHAPE_BOX;
1734 break;
1735 case BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE:
1736 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1737 break;
1738
1739 case BroadphaseNativeTypes.TETRAHEDRAL_SHAPE_PROXYTYPE:
1740 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1741 break;
1742 case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE:
1743 ret = BSPhysicsShapeType.SHAPE_CONVEXHULL;
1744 break;
1745 case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE:
1746 ret = BSPhysicsShapeType.SHAPE_HULL;
1747 break;
1748 case BroadphaseNativeTypes.CONVEX_POINT_CLOUD_SHAPE_PROXYTYPE:
1749 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1750 break;
1751 case BroadphaseNativeTypes.CUSTOM_POLYHEDRAL_SHAPE_TYPE:
1752 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1753 break;
1754 //implicit convex shapes
1755 case BroadphaseNativeTypes.IMPLICIT_CONVEX_SHAPES_START_HERE:
1756 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1757 break;
1758 case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE:
1759 ret = BSPhysicsShapeType.SHAPE_SPHERE;
1760 break;
1761 case BroadphaseNativeTypes.MULTI_SPHERE_SHAPE_PROXYTYPE:
1762 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1763 break;
1764 case BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE:
1765 ret = BSPhysicsShapeType.SHAPE_CAPSULE;
1766 break;
1767 case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE:
1768 ret = BSPhysicsShapeType.SHAPE_CONE;
1769 break;
1770 case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE:
1771 ret = BSPhysicsShapeType.SHAPE_CONVEXHULL;
1772 break;
1773 case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE:
1774 ret = BSPhysicsShapeType.SHAPE_CYLINDER;
1775 break;
1776 case BroadphaseNativeTypes.UNIFORM_SCALING_SHAPE_PROXYTYPE:
1777 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1778 break;
1779 case BroadphaseNativeTypes.MINKOWSKI_SUM_SHAPE_PROXYTYPE:
1780 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1781 break;
1782 case BroadphaseNativeTypes.MINKOWSKI_DIFFERENCE_SHAPE_PROXYTYPE:
1783 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1784 break;
1785 case BroadphaseNativeTypes.BOX_2D_SHAPE_PROXYTYPE:
1786 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1787 break;
1788 case BroadphaseNativeTypes.CONVEX_2D_SHAPE_PROXYTYPE:
1789 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1790 break;
1791 case BroadphaseNativeTypes.CUSTOM_CONVEX_SHAPE_TYPE:
1792 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1793 break;
1794 //concave shape
1795 case BroadphaseNativeTypes.CONCAVE_SHAPES_START_HERE:
1796 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1797 break;
1798 //keep all the convex shapetype below here, for the check IsConvexShape in broadphase proxy!
1799 case BroadphaseNativeTypes.TRIANGLE_MESH_SHAPE_PROXYTYPE:
1800 ret = BSPhysicsShapeType.SHAPE_MESH;
1801 break;
1802 case BroadphaseNativeTypes.SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE:
1803 ret = BSPhysicsShapeType.SHAPE_MESH;
1804 break;
1805 ///used for demo integration FAST/Swift collision library and Bullet
1806 case BroadphaseNativeTypes.FAST_CONCAVE_MESH_PROXYTYPE:
1807 ret = BSPhysicsShapeType.SHAPE_MESH;
1808 break;
1809 //terrain
1810 case BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE:
1811 ret = BSPhysicsShapeType.SHAPE_HEIGHTMAP;
1812 break;
1813 ///Used for GIMPACT Trimesh integration
1814 case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE:
1815 ret = BSPhysicsShapeType.SHAPE_GIMPACT;
1816 break;
1817 ///Multimaterial mesh
1818 case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE:
1819 ret = BSPhysicsShapeType.SHAPE_MESH;
1820 break;
1821
1822 case BroadphaseNativeTypes.EMPTY_SHAPE_PROXYTYPE:
1823 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1824 break;
1825 case BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE:
1826 ret = BSPhysicsShapeType.SHAPE_GROUNDPLANE;
1827 break;
1828 case BroadphaseNativeTypes.CUSTOM_CONCAVE_SHAPE_TYPE:
1829 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1830 break;
1831 case BroadphaseNativeTypes.CONCAVE_SHAPES_END_HERE:
1832 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1833 break;
1834
1835 case BroadphaseNativeTypes.COMPOUND_SHAPE_PROXYTYPE:
1836 ret = BSPhysicsShapeType.SHAPE_COMPOUND;
1837 break;
1838
1839 case BroadphaseNativeTypes.SOFTBODY_SHAPE_PROXYTYPE:
1840 ret = BSPhysicsShapeType.SHAPE_MESH;
1841 break;
1842 case BroadphaseNativeTypes.HFFLUID_SHAPE_PROXYTYPE:
1843 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1844 break;
1845 case BroadphaseNativeTypes.HFFLUID_BUOYANT_CONVEX_SHAPE_PROXYTYPE:
1846 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1847 break;
1848 case BroadphaseNativeTypes.INVALID_SHAPE_PROXYTYPE:
1849 ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1850 break;
1851 }
1852 return ret;
1853 }
1854
1855 public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ }
1856 public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb) { /* TODO */ }
1857
1858 public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin)
1859 {
1860 StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight );
1861 m_planeshape.SetMargin(pcollisionMargin);
1862 m_planeshape.SetUserPointer(pLocalId);
1863 return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE);
1864 }
1865
1866 public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1867 Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
1868 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1869
1870 {
1871 Generic6DofSpringConstraint constrain = null;
1872 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1873 RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
1874 RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody;
1875 if (body1 != null && body2 != null)
1876 {
1877 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
1878 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
1879 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
1880 frame1._origin = frame1v;
1881
1882 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
1883 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
1884 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
1885 frame2._origin = frame1v;
1886
1887 constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
1888 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1889
1890 constrain.CalculateTransforms();
1891 }
1892
1893 return new BulletConstraintXNA(constrain);
1894 }
1895
1896 public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1897 Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB,
1898 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1899 {
1900 HingeConstraint constrain = null;
1901 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1902 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1903 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1904 if (rb1 != null && rb2 != null)
1905 {
1906 IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z);
1907 IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z);
1908 IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z);
1909 IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z);
1910 constrain = new HingeConstraint(rb1, rb2, ref pivotInA, ref pivotInB, ref axisInA, ref axisInB, puseLinearReferenceFrameA);
1911 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1912 }
1913 return new BulletConstraintXNA(constrain);
1914 }
1915
1916 public override BulletConstraint CreateSliderConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1917 Vector3 pframe1, Quaternion pframe1rot,
1918 Vector3 pframe2, Quaternion pframe2rot,
1919 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1920 {
1921 SliderConstraint constrain = null;
1922 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1923 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1924 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1925 if (rb1 != null && rb2 != null)
1926 {
1927 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
1928 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
1929 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
1930 frame1._origin = frame1v;
1931
1932 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
1933 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
1934 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
1935 frame2._origin = frame1v;
1936
1937 constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA);
1938 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1939 }
1940 return new BulletConstraintXNA(constrain);
1941 }
1942
1943 public override BulletConstraint CreateConeTwistConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1944 Vector3 pframe1, Quaternion pframe1rot,
1945 Vector3 pframe2, Quaternion pframe2rot,
1946 bool pdisableCollisionsBetweenLinkedBodies)
1947 {
1948 ConeTwistConstraint constrain = null;
1949 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1950 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1951 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1952 if (rb1 != null && rb2 != null)
1953 {
1954 IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
1955 IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
1956 IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
1957 frame1._origin = frame1v;
1958
1959 IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
1960 IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
1961 IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
1962 frame2._origin = frame1v;
1963
1964 constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2);
1965 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1966 }
1967 return new BulletConstraintXNA(constrain);
1968 }
1969
1970 public override BulletConstraint CreateGearConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1971 Vector3 paxisInA, Vector3 paxisInB,
1972 float pratio, bool pdisableCollisionsBetweenLinkedBodies)
1973 {
1974 Generic6DofConstraint constrain = null;
1975 /* BulletXNA does not have a gear constraint
1976 GearConstraint constrain = null;
1977 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1978 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1979 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1980 if (rb1 != null && rb2 != null)
1981 {
1982 IndexedVector3 axis1 = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z);
1983 IndexedVector3 axis2 = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z);
1984 constrain = new GearConstraint(rb1, rb2, ref axis1, ref axis2, pratio);
1985 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1986 }
1987 */
1988 return new BulletConstraintXNA(constrain);
1989 }
1990
1991 public override BulletConstraint CreatePoint2PointConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1992 Vector3 ppivotInA, Vector3 ppivotInB,
1993 bool pdisableCollisionsBetweenLinkedBodies)
1994 {
1995 Point2PointConstraint constrain = null;
1996 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1997 RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1998 RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1999 if (rb1 != null && rb2 != null)
2000 {
2001 IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z);
2002 IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z);
2003 constrain = new Point2PointConstraint(rb1, rb2, ref pivotInA, ref pivotInB);
2004 world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
2005 }
2006 return new BulletConstraintXNA(constrain);
2007 }
2008
2009 public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls)
2010 {
2011 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2012 CompoundShape compoundshape = new CompoundShape(false);
2013
2014 compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin);
2015 int ii = 1;
2016
2017 for (int i = 0; i < pHullCount; i++)
2018 {
2019 int vertexCount = (int) pConvHulls[ii];
2020
2021 IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]);
2022 IndexedMatrix childTrans = IndexedMatrix.Identity;
2023 childTrans._origin = centroid;
2024
2025 List<IndexedVector3> virts = new List<IndexedVector3>();
2026 int ender = ((ii + 4) + (vertexCount*3));
2027 for (int iii = ii + 4; iii < ender; iii+=3)
2028 {
2029
2030 virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2]));
2031 }
2032 ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount);
2033 convexShape.SetMargin(world.WorldSettings.Params.collisionMargin);
2034 compoundshape.AddChildShape(ref childTrans, convexShape);
2035 ii += (vertexCount*3 + 4);
2036 }
2037
2038 return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL);
2039 }
2040
2041 public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)
2042 {
2043 /* TODO */ return null;
2044 }
2045
2046 public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape)
2047 {
2048 /* TODO */ return null;
2049 }
2050
2051 public override BulletShape CreateConvexHullShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
2052 {
2053 /* TODO */ return null;
2054 }
2055
2056 public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
2057 {
2058 //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount);
2059
2060 for (int iter = 0; iter < pVerticesCount; iter++)
2061 {
2062 if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0;
2063 if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0;
2064 }
2065
2066 ObjectArray<int> indicesarr = new ObjectArray<int>(indices);
2067 ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats);
2068 DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount);
2069 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2070 IndexedMesh mesh = new IndexedMesh();
2071 mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
2072 mesh.m_numTriangles = pIndicesCount/3;
2073 mesh.m_numVertices = pVerticesCount;
2074 mesh.m_triangleIndexBase = indicesarr;
2075 mesh.m_vertexBase = vertices;
2076 mesh.m_vertexStride = 3;
2077 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
2078 mesh.m_triangleIndexStride = 3;
2079
2080 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
2081 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
2082 BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true);
2083 meshShape.SetMargin(world.WorldSettings.Params.collisionMargin);
2084 // world.UpdateSingleAabb(meshShape);
2085 return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH);
2086
2087 }
2088 public override BulletShape CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
2089 {
2090 // TODO:
2091 return null;
2092 }
2093 public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount )
2094 {
2095
2096 String fileName = "objTest3.raw";
2097 String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
2098 StreamWriter sw = new StreamWriter(completePath);
2099 IndexedMesh mesh = new IndexedMesh();
2100
2101 mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
2102 mesh.m_numTriangles = pIndicesCount / 3;
2103 mesh.m_numVertices = pVerticesCount;
2104 mesh.m_triangleIndexBase = indices;
2105 mesh.m_vertexBase = vertices;
2106 mesh.m_vertexStride = 3;
2107 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
2108 mesh.m_triangleIndexStride = 3;
2109
2110 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
2111 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
2112
2113
2114
2115 for (int i = 0; i < pVerticesCount; i++)
2116 {
2117
2118 string s = vertices[indices[i * 3]].ToString("0.0000");
2119 s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
2120 s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
2121
2122 sw.Write(s + "\n");
2123 }
2124
2125 sw.Close();
2126 }
2127 public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount)
2128 {
2129
2130 String fileName = "objTest6.raw";
2131 String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
2132 StreamWriter sw = new StreamWriter(completePath);
2133 IndexedMesh mesh = new IndexedMesh();
2134
2135 mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
2136 mesh.m_numTriangles = pIndicesCount / 3;
2137 mesh.m_numVertices = pVerticesCount;
2138 mesh.m_triangleIndexBase = indices;
2139 mesh.m_vertexBase = vertices;
2140 mesh.m_vertexStride = 3;
2141 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
2142 mesh.m_triangleIndexStride = 3;
2143
2144 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
2145 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
2146
2147
2148 sw.WriteLine("Indices");
2149 sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount));
2150 for (int iter = 0; iter < indices.Length; iter++)
2151 {
2152 sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter]));
2153 }
2154 sw.WriteLine("VerticesFloats");
2155 sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount));
2156 for (int iter = 0; iter < vertices.Length; iter++)
2157 {
2158 sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000")));
2159 }
2160
2161 // for (int i = 0; i < pVerticesCount; i++)
2162 // {
2163 //
2164 // string s = vertices[indices[i * 3]].ToString("0.0000");
2165 // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
2166 // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
2167 //
2168 // sw.Write(s + "\n");
2169 //}
2170
2171 sw.Close();
2172 }
2173
2174 public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
2175 float scaleFactor, float collisionMargin)
2176 {
2177 const int upAxis = 2;
2178 HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y,
2179 heightMap, scaleFactor,
2180 minHeight, maxHeight, upAxis,
2181 false);
2182 terrainShape.SetMargin(collisionMargin);
2183 terrainShape.SetUseDiamondSubdivision(true);
2184 terrainShape.SetUserPointer(id);
2185 return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN);
2186 }
2187
2188 public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce)
2189 {
2190 TypedConstraint tconstrain = (pConstraint as BulletConstraintXNA).constrain;
2191 bool onOff = ponOff != 0;
2192 bool ret = false;
2193
2194 switch (tconstrain.GetConstraintType())
2195 {
2196 case TypedConstraintType.D6_CONSTRAINT_TYPE:
2197 Generic6DofConstraint constrain = tconstrain as Generic6DofConstraint;
2198 constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff;
2199 constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity;
2200 constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce;
2201 ret = true;
2202 break;
2203 }
2204
2205
2206 return ret;
2207
2208 }
2209
2210 public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
2211 out int updatedEntityCount, out int collidersCount)
2212 {
2213 /* TODO */
2214 updatedEntityCount = 0;
2215 collidersCount = 0;
2216
2217
2218 int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray);
2219
2220 return ret;
2221 }
2222
2223 private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep,
2224 out int updatedEntityCount, out EntityProperties[] updatedEntities,
2225 out int collidersCount, out CollisionDesc[] colliders)
2226 {
2227 int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities,
2228 out collidersCount, out colliders, m_maxCollisions, m_maxUpdatesPerFrame);
2229 return epic;
2230 }
2231
2232 private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount,
2233 out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates)
2234 {
2235 int numSimSteps = 0;
2236 Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length);
2237 Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length);
2238 LastEntityProperty=0;
2239
2240
2241
2242
2243
2244
2245 LastCollisionDesc=0;
2246
2247 updatedEntityCount = 0;
2248 collidersCount = 0;
2249
2250
2251 if (pWorld is BulletWorldXNA)
2252 {
2253 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2254
2255 world.LastCollisionDesc = 0;
2256 world.LastEntityProperty = 0;
2257 numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep);
2258
2259 PersistentManifold contactManifold;
2260 CollisionObject objA;
2261 CollisionObject objB;
2262 ManifoldPoint manifoldPoint;
2263 PairCachingGhostObject pairCachingGhostObject;
2264
2265 m_collisionsThisFrame = 0;
2266 int numManifolds = world.GetDispatcher().GetNumManifolds();
2267 for (int j = 0; j < numManifolds; j++)
2268 {
2269 contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j);
2270 int numContacts = contactManifold.GetNumContacts();
2271 if (numContacts == 0)
2272 continue;
2273
2274 objA = contactManifold.GetBody0() as CollisionObject;
2275 objB = contactManifold.GetBody1() as CollisionObject;
2276
2277 manifoldPoint = contactManifold.GetContactPoint(0);
2278 //IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB();
2279 // IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A
2280
2281 RecordCollision(this, objA, objB, manifoldPoint.GetPositionWorldOnB(), -manifoldPoint.m_normalWorldOnB, manifoldPoint.GetDistance());
2282 m_collisionsThisFrame ++;
2283 if (m_collisionsThisFrame >= 9999999)
2284 break;
2285
2286
2287 }
2288
2289 foreach (GhostObject ghostObject in specialCollisionObjects.Values)
2290 {
2291 pairCachingGhostObject = ghostObject as PairCachingGhostObject;
2292 if (pairCachingGhostObject != null)
2293 {
2294 RecordGhostCollisions(pairCachingGhostObject);
2295 }
2296
2297 }
2298
2299
2300 updatedEntityCount = LastEntityProperty;
2301 updatedEntities = UpdatedObjects;
2302
2303 collidersCount = LastCollisionDesc;
2304 colliders = UpdatedCollisions;
2305
2306
2307 }
2308 else
2309 {
2310 //if (updatedEntities is null)
2311 //updatedEntities = new List<BulletXNA.EntityProperties>();
2312 //updatedEntityCount = 0;
2313
2314
2315 //collidersCount = 0;
2316
2317 updatedEntities = new EntityProperties[0];
2318
2319
2320 colliders = new CollisionDesc[0];
2321
2322 }
2323 return numSimSteps;
2324 }
2325 public void RecordGhostCollisions(PairCachingGhostObject obj)
2326 {
2327 IOverlappingPairCache cache = obj.GetOverlappingPairCache();
2328 ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray();
2329
2330 DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world;
2331 PersistentManifoldArray manifoldArray = new PersistentManifoldArray();
2332 BroadphasePair collisionPair;
2333 PersistentManifold contactManifold;
2334
2335 CollisionObject objA;
2336 CollisionObject objB;
2337
2338 ManifoldPoint pt;
2339
2340 int numPairs = pairs.Count;
2341
2342 for (int i = 0; i < numPairs; i++)
2343 {
2344 manifoldArray.Clear();
2345 if (LastCollisionDesc < UpdatedCollisions.Length)
2346 break;
2347 collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1);
2348 if (collisionPair == null)
2349 continue;
2350
2351 collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray);
2352 for (int j = 0; j < manifoldArray.Count; j++)
2353 {
2354 contactManifold = manifoldArray[j];
2355 int numContacts = contactManifold.GetNumContacts();
2356 objA = contactManifold.GetBody0() as CollisionObject;
2357 objB = contactManifold.GetBody1() as CollisionObject;
2358 for (int p = 0; p < numContacts; p++)
2359 {
2360 pt = contactManifold.GetContactPoint(p);
2361 if (pt.GetDistance() < 0.0f)
2362 {
2363 RecordCollision(this, objA, objB, pt.GetPositionWorldOnA(), -pt.m_normalWorldOnB,pt.GetDistance());
2364 break;
2365 }
2366 }
2367 }
2368 }
2369
2370 }
2371 private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration)
2372 {
2373
2374 IndexedVector3 contactNormal = norm;
2375 if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
2376 (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
2377 {
2378 return;
2379 }
2380 uint idA = (uint)objA.GetUserPointer();
2381 uint idB = (uint)objB.GetUserPointer();
2382 if (idA > idB)
2383 {
2384 uint temp = idA;
2385 idA = idB;
2386 idB = temp;
2387 contactNormal = -contactNormal;
2388 }
2389
2390 //ulong collisionID = ((ulong) idA << 32) | idB;
2391
2392 CollisionDesc cDesc = new CollisionDesc()
2393 {
2394 aID = idA,
2395 bID = idB,
2396 point = new Vector3(contact.X,contact.Y,contact.Z),
2397 normal = new Vector3(contactNormal.X,contactNormal.Y,contactNormal.Z),
2398 penetration = penetration
2399
2400 };
2401 if (world.LastCollisionDesc < world.UpdatedCollisions.Length)
2402 world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc);
2403 m_collisionsThisFrame++;
2404
2405
2406 }
2407 private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pCollisionObject)
2408 {
2409 EntityProperties ent = new EntityProperties();
2410 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2411 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
2412 IndexedMatrix transform = collisionObject.GetWorldTransform();
2413 IndexedVector3 LinearVelocity = collisionObject.GetInterpolationLinearVelocity();
2414 IndexedVector3 AngularVelocity = collisionObject.GetInterpolationAngularVelocity();
2415 IndexedQuaternion rotation = transform.GetRotation();
2416 ent.Acceleration = Vector3.Zero;
2417 ent.ID = (uint)collisionObject.GetUserPointer();
2418 ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z);
2419 ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W);
2420 ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z);
2421 ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z);
2422 return ent;
2423 }
2424
2425 public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) { /* TODO */
2426 return false; }
2427
2428 public override Vector3 GetLocalScaling(BulletShape pShape)
2429 {
2430 CollisionShape shape = (pShape as BulletShapeXNA).shape;
2431 IndexedVector3 scale = shape.GetLocalScaling();
2432 return new Vector3(scale.X,scale.Y,scale.Z);
2433 }
2434
2435 public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe)
2436 {
2437 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2438 if (world != null)
2439 {
2440 if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody)
2441 {
2442 CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body;
2443
2444 IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z);
2445 IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight);
2446 using (
2447 ClosestNotMeRayResultCallback rayCallback =
2448 new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody)
2449 )
2450 {
2451 world.RayTest(ref rOrigin, ref rEnd, rayCallback);
2452 if (rayCallback.HasHit())
2453 {
2454 IndexedVector3 hitLocation = rayCallback.m_hitPointWorld;
2455 }
2456 return rayCallback.HasHit();
2457 }
2458 }
2459 }
2460 return false;
2461 }
2462}
2463
2464
2465
2466
2467 public class SimMotionState : DefaultMotionState
2468 {
2469 public RigidBody Rigidbody;
2470 public Vector3 ZeroVect;
2471
2472 private IndexedMatrix m_xform;
2473
2474 private EntityProperties m_properties;
2475 private EntityProperties m_lastProperties;
2476 private BSAPIXNA m_world;
2477
2478 const float POSITION_TOLERANCE = 0.05f;
2479 const float VELOCITY_TOLERANCE = 0.001f;
2480 const float ROTATION_TOLERANCE = 0.01f;
2481 const float ANGULARVELOCITY_TOLERANCE = 0.01f;
2482
2483 public SimMotionState(BSAPIXNA pWorld, uint id, IndexedMatrix starTransform, object frameUpdates)
2484 {
2485 IndexedQuaternion OrientationQuaterion = starTransform.GetRotation();
2486 m_properties = new EntityProperties()
2487 {
2488 ID = id,
2489 Position = new Vector3(starTransform._origin.X, starTransform._origin.Y,starTransform._origin.Z),
2490 Rotation = new Quaternion(OrientationQuaterion.X,OrientationQuaterion.Y,OrientationQuaterion.Z,OrientationQuaterion.W)
2491 };
2492 m_lastProperties = new EntityProperties()
2493 {
2494 ID = id,
2495 Position = new Vector3(starTransform._origin.X, starTransform._origin.Y, starTransform._origin.Z),
2496 Rotation = new Quaternion(OrientationQuaterion.X, OrientationQuaterion.Y, OrientationQuaterion.Z, OrientationQuaterion.W)
2497 };
2498 m_world = pWorld;
2499 m_xform = starTransform;
2500 }
2501
2502 public override void GetWorldTransform(out IndexedMatrix worldTrans)
2503 {
2504 worldTrans = m_xform;
2505 }
2506
2507 public override void SetWorldTransform(IndexedMatrix worldTrans)
2508 {
2509 SetWorldTransform(ref worldTrans);
2510 }
2511
2512 public override void SetWorldTransform(ref IndexedMatrix worldTrans)
2513 {
2514 SetWorldTransform(ref worldTrans, false);
2515 }
2516 public void SetWorldTransform(ref IndexedMatrix worldTrans, bool force)
2517 {
2518 m_xform = worldTrans;
2519 // Put the new transform into m_properties
2520 IndexedQuaternion OrientationQuaternion = m_xform.GetRotation();
2521 IndexedVector3 LinearVelocityVector = Rigidbody.GetLinearVelocity();
2522 IndexedVector3 AngularVelocityVector = Rigidbody.GetAngularVelocity();
2523 m_properties.Position = new Vector3(m_xform._origin.X, m_xform._origin.Y, m_xform._origin.Z);
2524 m_properties.Rotation = new Quaternion(OrientationQuaternion.X, OrientationQuaternion.Y,
2525 OrientationQuaternion.Z, OrientationQuaternion.W);
2526 // A problem with stock Bullet is that we don't get an event when an object is deactivated.
2527 // This means that the last non-zero values for linear and angular velocity
2528 // are left in the viewer who does dead reconning and the objects look like
2529 // they float off.
2530 // BulletSim ships with a patch to Bullet which creates such an event.
2531 m_properties.Velocity = new Vector3(LinearVelocityVector.X, LinearVelocityVector.Y, LinearVelocityVector.Z);
2532 m_properties.RotationalVelocity = new Vector3(AngularVelocityVector.X, AngularVelocityVector.Y, AngularVelocityVector.Z);
2533
2534 if (force
2535
2536 || !AlmostEqual(ref m_lastProperties.Position, ref m_properties.Position, POSITION_TOLERANCE)
2537 || !AlmostEqual(ref m_properties.Rotation, ref m_lastProperties.Rotation, ROTATION_TOLERANCE)
2538 // If the Velocity and AngularVelocity are zero, most likely the object has
2539 // been deactivated. If they both are zero and they have become zero recently,
2540 // make sure a property update is sent so the zeros make it to the viewer.
2541 || ((m_properties.Velocity == ZeroVect && m_properties.RotationalVelocity == ZeroVect)
2542 &&
2543 (m_properties.Velocity != m_lastProperties.Velocity ||
2544 m_properties.RotationalVelocity != m_lastProperties.RotationalVelocity))
2545 // If Velocity and AngularVelocity are non-zero but have changed, send an update.
2546 || !AlmostEqual(ref m_properties.Velocity, ref m_lastProperties.Velocity, VELOCITY_TOLERANCE)
2547 ||
2548 !AlmostEqual(ref m_properties.RotationalVelocity, ref m_lastProperties.RotationalVelocity,
2549 ANGULARVELOCITY_TOLERANCE)
2550 )
2551
2552
2553 {
2554 // Add this update to the list of updates for this frame.
2555 m_lastProperties = m_properties;
2556 if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length)
2557 m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties);
2558
2559 //(*m_updatesThisFrame)[m_properties.ID] = &m_properties;
2560 }
2561
2562
2563
2564
2565 }
2566 public override void SetRigidBody(RigidBody body)
2567 {
2568 Rigidbody = body;
2569 }
2570 internal static bool AlmostEqual(ref Vector3 v1, ref Vector3 v2, float nEpsilon)
2571 {
2572 return
2573 (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) &&
2574 (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) &&
2575 (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon)));
2576 }
2577
2578 internal static bool AlmostEqual(ref Quaternion v1, ref Quaternion v2, float nEpsilon)
2579 {
2580 return
2581 (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) &&
2582 (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) &&
2583 (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) &&
2584 (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon)));
2585 }
2586
2587 }
2588}
2589