diff options
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 885 | ||||
-rw-r--r-- | bin/BulletXNA.dll | bin | 614400 -> 614400 bytes | |||
-rw-r--r-- | bin/BulletXNA.pdb | bin | 1875456 -> 1969664 bytes | |||
-rw-r--r-- | bin/OpenSimDefaults.ini | 14 | ||||
-rw-r--r-- | prebuild.xml | 34 |
5 files changed, 637 insertions, 296 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index b6ff52b..49b1730 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -129,7 +129,12 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
129 | get { return "XNAConstraint"; } | 129 | get { return "XNAConstraint"; } |
130 | } | 130 | } |
131 | } | 131 | } |
132 | internal int m_maxCollisions; | ||
133 | internal CollisionDesc[] m_collisionArray; | ||
132 | 134 | ||
135 | internal int m_maxUpdatesPerFrame; | ||
136 | internal EntityProperties[] m_updateArray; | ||
137 | |||
133 | private static int m_collisionsThisFrame; | 138 | private static int m_collisionsThisFrame; |
134 | private BSScene PhysicsScene { get; set; } | 139 | private BSScene PhysicsScene { get; set; } |
135 | 140 | ||
@@ -148,92 +153,98 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
148 | /// <param name="p_2"></param> | 153 | /// <param name="p_2"></param> |
149 | public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody) | 154 | public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody) |
150 | { | 155 | { |
151 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 156 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
152 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 157 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; |
153 | world.RemoveRigidBody(body); | 158 | world.RemoveRigidBody(body); |
154 | return true; | 159 | return true; |
155 | } | 160 | } |
156 | 161 | ||
157 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) | 162 | public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects) |
158 | { | 163 | { |
159 | /* TODO */ | 164 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
160 | return false; | 165 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; |
166 | world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); | ||
167 | |||
168 | return true; | ||
169 | |||
161 | } | 170 | } |
162 | 171 | ||
163 | public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain) | 172 | public override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint) |
164 | { | 173 | { |
165 | /* TODO */ | 174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
166 | return false; | 175 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; |
176 | world.RemoveConstraint(constraint); | ||
177 | return true; | ||
167 | } | 178 | } |
168 | 179 | ||
169 | public override void SetRestitution(BulletBody pBody, float pRestitution) | 180 | public override void SetRestitution(BulletBody pCollisionObject, float pRestitution) |
170 | { | 181 | { |
171 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 182 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
172 | body.SetRestitution(pRestitution); | 183 | collisionObject.SetRestitution(pRestitution); |
173 | } | 184 | } |
174 | 185 | ||
175 | public override int GetShapeType(BulletShape pShape) | 186 | public override int GetShapeType(BulletShape pShape) |
176 | { | 187 | { |
177 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 188 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
178 | return (int)shape.GetShapeType(); | 189 | return (int)shape.GetShapeType(); |
179 | } | 190 | } |
180 | public override void SetMargin(BulletShape pShape, float pMargin) | 191 | public override void SetMargin(BulletShape pShape, float pMargin) |
181 | { | 192 | { |
182 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 193 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
183 | shape.SetMargin(pMargin); | 194 | shape.SetMargin(pMargin); |
184 | } | 195 | } |
185 | 196 | ||
186 | public override float GetMargin(BulletShape pShape) | 197 | public override float GetMargin(BulletShape pShape) |
187 | { | 198 | { |
188 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 199 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
189 | return shape.GetMargin(); | 200 | return shape.GetMargin(); |
190 | } | 201 | } |
191 | 202 | ||
192 | public override void SetLocalScaling(BulletShape pShape, Vector3 pScale) | 203 | public override void SetLocalScaling(BulletShape pShape, Vector3 pScale) |
193 | { | 204 | { |
194 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 205 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
195 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | 206 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); |
196 | shape.SetLocalScaling(ref vec); | 207 | shape.SetLocalScaling(ref vec); |
197 | 208 | ||
198 | } | 209 | } |
199 | 210 | ||
200 | public override void SetContactProcessingThreshold(BulletBody pBody, float contactprocessingthreshold) | 211 | public override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold) |
201 | { | 212 | { |
202 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 213 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
203 | body.SetContactProcessingThreshold(contactprocessingthreshold); | 214 | collisionObject.SetContactProcessingThreshold(contactprocessingthreshold); |
204 | } | 215 | } |
205 | 216 | ||
206 | public override void SetCcdMotionThreshold(BulletBody pBody, float pccdMotionThreashold) | 217 | public override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold) |
207 | { | 218 | { |
208 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 219 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
209 | body.SetCcdMotionThreshold(pccdMotionThreashold); | 220 | collisionObject.SetCcdMotionThreshold(pccdMotionThreashold); |
210 | } | 221 | } |
211 | 222 | ||
212 | public override void SetCcdSweptSphereRadius(BulletBody pBody, float pCcdSweptSphereRadius) | 223 | public override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius) |
213 | { | 224 | { |
214 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 225 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
215 | body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); | 226 | collisionObject.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); |
216 | } | 227 | } |
217 | 228 | ||
218 | public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor) | 229 | public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor) |
219 | { | 230 | { |
220 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 231 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
221 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); | 232 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); |
222 | } | 233 | } |
223 | 234 | ||
224 | public override CollisionFlags AddToCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags) | 235 | public override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) |
225 | { | 236 | { |
226 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 237 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
227 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | 238 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); |
228 | existingcollisionFlags |= pcollisionFlags; | 239 | existingcollisionFlags |= pcollisionFlags; |
229 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | 240 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); |
230 | return (CollisionFlags) (uint) existingcollisionFlags; | 241 | return (CollisionFlags) (uint) existingcollisionFlags; |
231 | } | 242 | } |
232 | 243 | ||
233 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) | 244 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) |
234 | { | 245 | { |
235 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 246 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
236 | CollisionObject cbody = ((BulletBodyXNA)pBody).body; | 247 | CollisionObject cbody = (pBody as BulletBodyXNA).body; |
237 | RigidBody rbody = cbody as RigidBody; | 248 | RigidBody rbody = cbody as RigidBody; |
238 | 249 | ||
239 | // Bullet resets several variables when an object is added to the world. In particular, | 250 | // Bullet resets several variables when an object is added to the world. In particular, |
@@ -259,99 +270,110 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
259 | return true; | 270 | return true; |
260 | } | 271 | } |
261 | 272 | ||
262 | public override void ForceActivationState(BulletBody pBody, ActivationState pActivationState) | 273 | public override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState) |
263 | { | 274 | { |
264 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 275 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
265 | body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); | 276 | collisionObject.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); |
266 | } | 277 | } |
267 | 278 | ||
268 | public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pBody) | 279 | public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject) |
269 | { | 280 | { |
270 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 281 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
271 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 282 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
272 | world.UpdateSingleAabb(body); | 283 | world.UpdateSingleAabb(collisionObject); |
273 | } | 284 | } |
274 | 285 | ||
275 | public override void UpdateAabbs(BulletWorld world) { /* TODO */ } | 286 | public override void UpdateAabbs(BulletWorld pWorld) { |
276 | public override bool GetForceUpdateAllAabbs(BulletWorld world) { /* TODO */ return false; } | 287 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
277 | public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) { /* TODO */ } | 288 | world.UpdateAabbs(); |
289 | } | ||
290 | public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { | ||
291 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
292 | return world.GetForceUpdateAllAabbs(); | ||
293 | |||
294 | } | ||
295 | public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) | ||
296 | { | ||
297 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
298 | world.SetForceUpdateAllAabbs(pForce); | ||
299 | } | ||
278 | 300 | ||
279 | public override bool SetCollisionGroupMask(BulletBody pBody, uint pGroup, uint pMask) | 301 | public override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask) |
280 | { | 302 | { |
281 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 303 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
282 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | 304 | collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; |
283 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | 305 | collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; |
284 | if ((uint) body.GetBroadphaseHandle().m_collisionFilterGroup == 0) | 306 | if ((uint) collisionObject.GetBroadphaseHandle().m_collisionFilterGroup == 0) |
285 | return false; | 307 | return false; |
286 | return true; | 308 | return true; |
287 | } | 309 | } |
288 | 310 | ||
289 | public override void ClearAllForces(BulletBody pBody) | 311 | public override void ClearAllForces(BulletBody pCollisionObject) |
290 | { | 312 | { |
291 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 313 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
292 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); | 314 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); |
293 | body.SetInterpolationLinearVelocity(ref zeroVector); | 315 | collisionObject.SetInterpolationLinearVelocity(ref zeroVector); |
294 | body.SetInterpolationAngularVelocity(ref zeroVector); | 316 | collisionObject.SetInterpolationAngularVelocity(ref zeroVector); |
295 | IndexedMatrix bodytransform = body.GetWorldTransform(); | 317 | IndexedMatrix bodytransform = collisionObject.GetWorldTransform(); |
296 | 318 | ||
297 | body.SetInterpolationWorldTransform(ref bodytransform); | 319 | collisionObject.SetInterpolationWorldTransform(ref bodytransform); |
298 | 320 | ||
299 | if (body is RigidBody) | 321 | if (collisionObject is RigidBody) |
300 | { | 322 | { |
301 | RigidBody rigidbody = body as RigidBody; | 323 | RigidBody rigidbody = collisionObject as RigidBody; |
302 | rigidbody.SetLinearVelocity(zeroVector); | 324 | rigidbody.SetLinearVelocity(zeroVector); |
303 | rigidbody.SetAngularVelocity(zeroVector); | 325 | rigidbody.SetAngularVelocity(zeroVector); |
304 | rigidbody.ClearForces(); | 326 | rigidbody.ClearForces(); |
305 | } | 327 | } |
306 | } | 328 | } |
307 | 329 | ||
308 | public override void SetInterpolationAngularVelocity(BulletBody pBody, Vector3 pVector3) | 330 | public override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3) |
309 | { | 331 | { |
310 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 332 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
311 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | 333 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); |
312 | body.SetInterpolationAngularVelocity(ref vec); | 334 | collisionObject.SetInterpolationAngularVelocity(ref vec); |
313 | } | 335 | } |
314 | 336 | ||
315 | public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3) | 337 | public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3) |
316 | { | 338 | { |
317 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 339 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
318 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | 340 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); |
319 | body.SetAngularVelocity(ref vec); | 341 | body.SetAngularVelocity(ref vec); |
320 | } | 342 | } |
321 | public override Vector3 GetTotalForce(BulletBody pBody) | 343 | public override Vector3 GetTotalForce(BulletBody pBody) |
322 | { | 344 | { |
323 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 345 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
324 | IndexedVector3 iv3 = body.GetTotalForce(); | 346 | IndexedVector3 iv3 = body.GetTotalForce(); |
325 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 347 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
326 | } | 348 | } |
327 | public override Vector3 GetTotalTorque(BulletBody pBody) | 349 | public override Vector3 GetTotalTorque(BulletBody pBody) |
328 | { | 350 | { |
329 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 351 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
330 | IndexedVector3 iv3 = body.GetTotalTorque(); | 352 | IndexedVector3 iv3 = body.GetTotalTorque(); |
331 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 353 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
332 | } | 354 | } |
333 | public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody) | 355 | public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody) |
334 | { | 356 | { |
335 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 357 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
336 | IndexedVector3 iv3 = body.GetInvInertiaDiagLocal(); | 358 | IndexedVector3 iv3 = body.GetInvInertiaDiagLocal(); |
337 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 359 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
338 | } | 360 | } |
339 | public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert) | 361 | public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert) |
340 | { | 362 | { |
341 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 363 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
342 | IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z); | 364 | IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z); |
343 | body.SetInvInertiaDiagLocal(ref iv3); | 365 | body.SetInvInertiaDiagLocal(ref iv3); |
344 | } | 366 | } |
345 | public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos) | 367 | public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos) |
346 | { | 368 | { |
347 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 369 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
348 | IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z); | 370 | IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z); |
349 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | 371 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); |
350 | body.ApplyForce(ref forceiv3, ref posiv3); | 372 | body.ApplyForce(ref forceiv3, ref posiv3); |
351 | } | 373 | } |
352 | public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos) | 374 | public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos) |
353 | { | 375 | { |
354 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 376 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
355 | IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z); | 377 | IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z); |
356 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | 378 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); |
357 | body.ApplyImpulse(ref impiv3, ref posiv3); | 379 | body.ApplyImpulse(ref impiv3, ref posiv3); |
@@ -359,32 +381,32 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
359 | 381 | ||
360 | public override void ClearForces(BulletBody pBody) | 382 | public override void ClearForces(BulletBody pBody) |
361 | { | 383 | { |
362 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 384 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
363 | body.ClearForces(); | 385 | body.ClearForces(); |
364 | } | 386 | } |
365 | 387 | ||
366 | public override void SetTranslation(BulletBody pBody, Vector3 _position, Quaternion _orientation) | 388 | public override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation) |
367 | { | 389 | { |
368 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 390 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
369 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | 391 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); |
370 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | 392 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, |
371 | _orientation.W); | 393 | _orientation.W); |
372 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | 394 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); |
373 | mat._origin = vposition; | 395 | mat._origin = vposition; |
374 | body.SetWorldTransform(mat); | 396 | collisionObject.SetWorldTransform(mat); |
375 | 397 | ||
376 | } | 398 | } |
377 | 399 | ||
378 | public override Vector3 GetPosition(BulletBody pBody) | 400 | public override Vector3 GetPosition(BulletBody pCollisionObject) |
379 | { | 401 | { |
380 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 402 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
381 | IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin; | 403 | IndexedVector3 pos = collisionObject.GetInterpolationWorldTransform()._origin; |
382 | return new Vector3(pos.X, pos.Y, pos.Z); | 404 | return new Vector3(pos.X, pos.Y, pos.Z); |
383 | } | 405 | } |
384 | 406 | ||
385 | public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass) | 407 | public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass) |
386 | { | 408 | { |
387 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 409 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
388 | IndexedVector3 inertia = IndexedVector3.Zero; | 410 | IndexedVector3 inertia = IndexedVector3.Zero; |
389 | shape.CalculateLocalInertia(pphysMass, out inertia); | 411 | shape.CalculateLocalInertia(pphysMass, out inertia); |
390 | return new Vector3(inertia.X, inertia.Y, inertia.Z); | 412 | return new Vector3(inertia.X, inertia.Y, inertia.Z); |
@@ -392,7 +414,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
392 | 414 | ||
393 | public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia) | 415 | public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia) |
394 | { | 416 | { |
395 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 417 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
396 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); | 418 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); |
397 | body.SetMassProps(pphysMass, inertia); | 419 | body.SetMassProps(pphysMass, inertia); |
398 | } | 420 | } |
@@ -400,73 +422,90 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
400 | 422 | ||
401 | public override void SetObjectForce(BulletBody pBody, Vector3 _force) | 423 | public override void SetObjectForce(BulletBody pBody, Vector3 _force) |
402 | { | 424 | { |
403 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 425 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
404 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); | 426 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); |
405 | body.SetTotalForce(ref force); | 427 | body.SetTotalForce(ref force); |
406 | } | 428 | } |
407 | 429 | ||
408 | public override void SetFriction(BulletBody pBody, float _currentFriction) | 430 | public override void SetFriction(BulletBody pCollisionObject, float _currentFriction) |
409 | { | 431 | { |
410 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 432 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
411 | body.SetFriction(_currentFriction); | 433 | collisionObject.SetFriction(_currentFriction); |
412 | } | 434 | } |
413 | 435 | ||
414 | public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity) | 436 | public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity) |
415 | { | 437 | { |
416 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 438 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
417 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); | 439 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); |
418 | body.SetLinearVelocity(velocity); | 440 | body.SetLinearVelocity(velocity); |
419 | } | 441 | } |
420 | 442 | ||
421 | public override void Activate(BulletBody pBody, bool pforceactivation) | 443 | public override void Activate(BulletBody pCollisionObject, bool pforceactivation) |
422 | { | 444 | { |
423 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 445 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
424 | body.Activate(pforceactivation); | 446 | collisionObject.Activate(pforceactivation); |
425 | 447 | ||
426 | } | 448 | } |
427 | 449 | ||
428 | public override Quaternion GetOrientation(BulletBody pBody) | 450 | public override Quaternion GetOrientation(BulletBody pCollisionObject) |
429 | { | 451 | { |
430 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 452 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
431 | IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation(); | 453 | IndexedQuaternion mat = collisionObject.GetInterpolationWorldTransform().GetRotation(); |
432 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); | 454 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); |
433 | } | 455 | } |
434 | 456 | ||
435 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags) | 457 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) |
436 | { | 458 | { |
437 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 459 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
438 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | 460 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); |
439 | existingcollisionFlags &= ~pcollisionFlags; | 461 | existingcollisionFlags &= ~pcollisionFlags; |
440 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | 462 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); |
441 | return (CollisionFlags)(uint)existingcollisionFlags; | 463 | return (CollisionFlags)(uint)existingcollisionFlags; |
442 | } | 464 | } |
443 | 465 | ||
444 | public override float GetCcdMotionThreshold(BulletBody obj) { /* TODO */ return 0f; } | 466 | public override float GetCcdMotionThreshold(BulletBody pCollisionObject) |
467 | { | ||
468 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
469 | return collisionObject.GetCcdSquareMotionThreshold(); | ||
470 | } | ||
445 | 471 | ||
446 | public override float GetCcdSweptSphereRadius(BulletBody obj) { /* TODO */ return 0f; } | 472 | public override float GetCcdSweptSphereRadius(BulletBody pCollisionObject) |
473 | { | ||
474 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
475 | return collisionObject.GetCcdSweptSphereRadius(); | ||
476 | |||
477 | } | ||
447 | 478 | ||
448 | public override IntPtr GetUserPointer(BulletBody obj) { /* TODO */ return IntPtr.Zero; } | 479 | public override IntPtr GetUserPointer(BulletBody pCollisionObject) |
480 | { | ||
481 | CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; | ||
482 | return (IntPtr)shape.GetUserPointer(); | ||
483 | } | ||
449 | 484 | ||
450 | public override void SetUserPointer(BulletBody obj, IntPtr val) { /* TODO */ } | 485 | public override void SetUserPointer(BulletBody pCollisionObject, IntPtr val) |
486 | { | ||
487 | CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; | ||
488 | shape.SetUserPointer(val); | ||
489 | } | ||
451 | 490 | ||
452 | public override void SetGravity(BulletBody pBody, Vector3 pGravity) | 491 | public override void SetGravity(BulletBody pBody, Vector3 pGravity) |
453 | { | 492 | { |
454 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 493 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
455 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); | 494 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); |
456 | body.SetGravity(gravity); | 495 | body.SetGravity(gravity); |
457 | } | 496 | } |
458 | 497 | ||
459 | public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint) | 498 | public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint) |
460 | { | 499 | { |
461 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 500 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
462 | TypedConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain; | 501 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; |
463 | world.RemoveConstraint(constraint); | 502 | world.RemoveConstraint(constraint); |
464 | return true; | 503 | return true; |
465 | } | 504 | } |
466 | 505 | ||
467 | public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | 506 | public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) |
468 | { | 507 | { |
469 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 508 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
470 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | 509 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); |
471 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | 510 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); |
472 | constraint.SetLinearLowerLimit(lowlimit); | 511 | constraint.SetLinearLowerLimit(lowlimit); |
@@ -476,7 +515,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
476 | 515 | ||
477 | public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | 516 | public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) |
478 | { | 517 | { |
479 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 518 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
480 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | 519 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); |
481 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | 520 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); |
482 | constraint.SetAngularLowerLimit(lowlimit); | 521 | constraint.SetAngularLowerLimit(lowlimit); |
@@ -486,20 +525,20 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
486 | 525 | ||
487 | public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt) | 526 | public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt) |
488 | { | 527 | { |
489 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 528 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
490 | constraint.SetOverrideNumSolverIterations((int)cnt); | 529 | constraint.SetOverrideNumSolverIterations((int)cnt); |
491 | } | 530 | } |
492 | 531 | ||
493 | public override bool CalculateTransforms(BulletConstraint pConstraint) | 532 | public override bool CalculateTransforms(BulletConstraint pConstraint) |
494 | { | 533 | { |
495 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 534 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
496 | constraint.CalculateTransforms(); | 535 | constraint.CalculateTransforms(); |
497 | return true; | 536 | return true; |
498 | } | 537 | } |
499 | 538 | ||
500 | public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2) | 539 | public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2) |
501 | { | 540 | { |
502 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 541 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
503 | constraint.SetEnabled((p_2 == 0) ? false : true); | 542 | constraint.SetEnabled((p_2 == 0) ? false : true); |
504 | } | 543 | } |
505 | 544 | ||
@@ -508,9 +547,9 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
508 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 547 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
509 | 548 | ||
510 | { | 549 | { |
511 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 550 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
512 | RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody; | 551 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; |
513 | RigidBody body2 = ((BulletBodyXNA)pBody2).rigidBody; | 552 | RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; |
514 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | 553 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); |
515 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | 554 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); |
516 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | 555 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); |
@@ -542,9 +581,9 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
542 | /// <returns></returns> | 581 | /// <returns></returns> |
543 | public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 582 | public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
544 | { | 583 | { |
545 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 584 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
546 | RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody; | 585 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; |
547 | RigidBody body2 = ((BulletBodyXNA)pBody2).rigidBody; | 586 | RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; |
548 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | 587 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); |
549 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | 588 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); |
550 | 589 | ||
@@ -563,7 +602,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
563 | //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | 602 | //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); |
564 | public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) | 603 | public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) |
565 | { | 604 | { |
566 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 605 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
567 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | 606 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); |
568 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | 607 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); |
569 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | 608 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); |
@@ -579,109 +618,110 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
579 | 618 | ||
580 | public override Vector3 GetLinearVelocity(BulletBody pBody) | 619 | public override Vector3 GetLinearVelocity(BulletBody pBody) |
581 | { | 620 | { |
582 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 621 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
583 | IndexedVector3 iv3 = body.GetLinearVelocity(); | 622 | IndexedVector3 iv3 = body.GetLinearVelocity(); |
584 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 623 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
585 | } | 624 | } |
586 | public override Vector3 GetAngularVelocity(BulletBody pBody) | 625 | public override Vector3 GetAngularVelocity(BulletBody pBody) |
587 | { | 626 | { |
588 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 627 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
589 | IndexedVector3 iv3 = body.GetAngularVelocity(); | 628 | IndexedVector3 iv3 = body.GetAngularVelocity(); |
590 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 629 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
591 | } | 630 | } |
592 | public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos) | 631 | public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos) |
593 | { | 632 | { |
594 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 633 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
595 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | 634 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); |
596 | IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3); | 635 | IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3); |
597 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 636 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
598 | } | 637 | } |
599 | public override void Translate(BulletBody pBody, Vector3 trans) | 638 | public override void Translate(BulletBody pCollisionObject, Vector3 trans) |
600 | { | 639 | { |
601 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 640 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
641 | collisionObject.Translate(new IndexedVector3(trans.X,trans.Y,trans.Z)); | ||
602 | } | 642 | } |
603 | public override void UpdateDeactivation(BulletBody pBody, float timeStep) | 643 | public override void UpdateDeactivation(BulletBody pBody, float timeStep) |
604 | { | 644 | { |
605 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 645 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
606 | body.UpdateDeactivation(timeStep); | 646 | body.UpdateDeactivation(timeStep); |
607 | } | 647 | } |
608 | 648 | ||
609 | public override bool WantsSleeping(BulletBody pBody) | 649 | public override bool WantsSleeping(BulletBody pBody) |
610 | { | 650 | { |
611 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 651 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
612 | return body.WantsSleeping(); | 652 | return body.WantsSleeping(); |
613 | } | 653 | } |
614 | 654 | ||
615 | public override void SetAngularFactor(BulletBody pBody, float factor) | 655 | public override void SetAngularFactor(BulletBody pBody, float factor) |
616 | { | 656 | { |
617 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 657 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
618 | body.SetAngularFactor(factor); | 658 | body.SetAngularFactor(factor); |
619 | } | 659 | } |
620 | 660 | ||
621 | public override Vector3 GetAngularFactor(BulletBody pBody) | 661 | public override Vector3 GetAngularFactor(BulletBody pBody) |
622 | { | 662 | { |
623 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 663 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
624 | IndexedVector3 iv3 = body.GetAngularFactor(); | 664 | IndexedVector3 iv3 = body.GetAngularFactor(); |
625 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | 665 | return new Vector3(iv3.X, iv3.Y, iv3.Z); |
626 | } | 666 | } |
627 | 667 | ||
628 | public override bool IsInWorld(BulletWorld pWorld, BulletBody pBody) | 668 | public override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject) |
629 | { | 669 | { |
630 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 670 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
631 | CollisionObject body = ((BulletBodyXNA)pBody).body; | 671 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
632 | return world.IsInWorld(body); | 672 | return world.IsInWorld(collisionObject); |
633 | } | 673 | } |
634 | 674 | ||
635 | public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstrain) | 675 | public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint) |
636 | { | 676 | { |
637 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 677 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
638 | TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain; | 678 | TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; |
639 | body.AddConstraintRef(constrain); | 679 | body.AddConstraintRef(constrain); |
640 | } | 680 | } |
641 | 681 | ||
642 | public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstrain) | 682 | public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint) |
643 | { | 683 | { |
644 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 684 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
645 | TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain; | 685 | TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; |
646 | body.RemoveConstraintRef(constrain); | 686 | body.RemoveConstraintRef(constrain); |
647 | } | 687 | } |
648 | 688 | ||
649 | public override BulletConstraint GetConstraintRef(BulletBody pBody, int index) | 689 | public override BulletConstraint GetConstraintRef(BulletBody pBody, int index) |
650 | { | 690 | { |
651 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 691 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
652 | return new BulletConstraintXNA(body.GetConstraintRef(index)); | 692 | return new BulletConstraintXNA(body.GetConstraintRef(index)); |
653 | } | 693 | } |
654 | 694 | ||
655 | public override int GetNumConstraintRefs(BulletBody pBody) | 695 | public override int GetNumConstraintRefs(BulletBody pBody) |
656 | { | 696 | { |
657 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 697 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
658 | return body.GetNumConstraintRefs(); | 698 | return body.GetNumConstraintRefs(); |
659 | } | 699 | } |
660 | 700 | ||
661 | public override void SetInterpolationLinearVelocity(BulletBody pBody, Vector3 VehicleVelocity) | 701 | public override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity) |
662 | { | 702 | { |
663 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 703 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
664 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); | 704 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); |
665 | body.SetInterpolationLinearVelocity(ref velocity); | 705 | collisionObject.SetInterpolationLinearVelocity(ref velocity); |
666 | } | 706 | } |
667 | 707 | ||
668 | public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff) | 708 | public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff) |
669 | { | 709 | { |
670 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 710 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
671 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); | 711 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); |
672 | return true; | 712 | return true; |
673 | } | 713 | } |
674 | //SetBreakingImpulseThreshold(m_constraint.ptr, threshold); | 714 | //SetBreakingImpulseThreshold(m_constraint.ptr, threshold); |
675 | public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold) | 715 | public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold) |
676 | { | 716 | { |
677 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 717 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
678 | constraint.SetBreakingImpulseThreshold(threshold); | 718 | constraint.SetBreakingImpulseThreshold(threshold); |
679 | return true; | 719 | return true; |
680 | } | 720 | } |
681 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); | 721 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); |
682 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) | 722 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) |
683 | { | 723 | { |
684 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 724 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
685 | float lineardamping = body.GetLinearDamping(); | 725 | float lineardamping = body.GetLinearDamping(); |
686 | body.SetDamping(lineardamping, angularDamping); | 726 | body.SetDamping(lineardamping, angularDamping); |
687 | 727 | ||
@@ -689,111 +729,183 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
689 | 729 | ||
690 | public override void UpdateInertiaTensor(BulletBody pBody) | 730 | public override void UpdateInertiaTensor(BulletBody pBody) |
691 | { | 731 | { |
692 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 732 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
693 | body.UpdateInertiaTensor(); | 733 | body.UpdateInertiaTensor(); |
694 | } | 734 | } |
695 | 735 | ||
696 | public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape) | 736 | public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape) |
697 | { | 737 | { |
698 | CompoundShape shape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape; | 738 | CompoundShape shape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; |
699 | shape.RecalculateLocalAabb(); | 739 | shape.RecalculateLocalAabb(); |
700 | } | 740 | } |
701 | 741 | ||
702 | //BulletSimAPI.GetCollisionFlags(PhysBody.ptr) | 742 | //BulletSimAPI.GetCollisionFlags(PhysBody.ptr) |
703 | public override CollisionFlags GetCollisionFlags(BulletBody pBody) | 743 | public override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject) |
704 | { | 744 | { |
705 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 745 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
706 | uint flags = (uint)body.GetCollisionFlags(); | 746 | uint flags = (uint)collisionObject.GetCollisionFlags(); |
707 | return (CollisionFlags) flags; | 747 | return (CollisionFlags) flags; |
708 | } | 748 | } |
709 | 749 | ||
710 | public override void SetDamping(BulletBody pBody, float pLinear, float pAngular) | 750 | public override void SetDamping(BulletBody pBody, float pLinear, float pAngular) |
711 | { | 751 | { |
712 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 752 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
713 | body.SetDamping(pLinear, pAngular); | 753 | body.SetDamping(pLinear, pAngular); |
714 | } | 754 | } |
715 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); | 755 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); |
716 | public override void SetDeactivationTime(BulletBody pBody, float pDeactivationTime) | 756 | public override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime) |
717 | { | 757 | { |
718 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 758 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
719 | body.SetDeactivationTime(pDeactivationTime); | 759 | collisionObject.SetDeactivationTime(pDeactivationTime); |
720 | } | 760 | } |
721 | //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | 761 | //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); |
722 | public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) | 762 | public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) |
723 | { | 763 | { |
724 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 764 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
725 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); | 765 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); |
726 | } | 766 | } |
727 | 767 | ||
728 | public override CollisionObjectTypes GetBodyType(BulletBody pBody) | 768 | public override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject) |
729 | { | 769 | { |
730 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 770 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
731 | return (CollisionObjectTypes)(int) body.GetInternalType(); | 771 | return (CollisionObjectTypes)(int) collisionObject.GetInternalType(); |
732 | } | 772 | } |
733 | 773 | ||
734 | public override void ApplyGravity(BulletBody obj) { /* TODO */ } | 774 | public override void ApplyGravity(BulletBody pBody) |
775 | { | ||
735 | 776 | ||
736 | public override Vector3 GetGravity(BulletBody obj) { /* TODO */ return Vector3.Zero; } | 777 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
778 | body.ApplyGravity(); | ||
779 | } | ||
737 | 780 | ||
738 | public override void SetLinearDamping(BulletBody obj, float lin_damping) { /* TODO */ } | 781 | public override Vector3 GetGravity(BulletBody pBody) |
782 | { | ||
783 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
784 | IndexedVector3 gravity = body.GetGravity(); | ||
785 | return new Vector3(gravity.X, gravity.Y, gravity.Z); | ||
786 | } | ||
739 | 787 | ||
740 | public override float GetLinearDamping(BulletBody obj) { /* TODO */ return 0f; } | 788 | public override void SetLinearDamping(BulletBody pBody, float lin_damping) |
789 | { | ||
790 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
791 | float angularDamping = body.GetAngularDamping(); | ||
792 | body.SetDamping(lin_damping, angularDamping); | ||
793 | } | ||
741 | 794 | ||
742 | public override float GetAngularDamping(BulletBody obj) { /* TODO */ return 0f; } | 795 | public override float GetLinearDamping(BulletBody pBody) |
796 | { | ||
797 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
798 | return body.GetLinearDamping(); | ||
799 | } | ||
800 | |||
801 | public override float GetAngularDamping(BulletBody pBody) | ||
802 | { | ||
803 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
804 | return body.GetAngularDamping(); | ||
805 | } | ||
743 | 806 | ||
744 | public override float GetLinearSleepingThreshold(BulletBody obj) { /* TODO */ return 0f; } | 807 | public override float GetLinearSleepingThreshold(BulletBody pBody) |
808 | { | ||
809 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
810 | return body.GetLinearSleepingThreshold(); | ||
811 | } | ||
745 | 812 | ||
746 | public override void ApplyDamping(BulletBody obj, float timeStep) { /* TODO */ } | 813 | public override void ApplyDamping(BulletBody pBody, float timeStep) |
814 | { | ||
815 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
816 | body.ApplyDamping(timeStep); | ||
817 | } | ||
747 | 818 | ||
748 | public override Vector3 GetLinearFactor(BulletBody obj) { /* TODO */ return Vector3.Zero; } | 819 | public override Vector3 GetLinearFactor(BulletBody pBody) |
820 | { | ||
821 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
822 | IndexedVector3 linearFactor = body.GetLinearFactor(); | ||
823 | return new Vector3(linearFactor.X, linearFactor.Y, linearFactor.Z); | ||
824 | } | ||
749 | 825 | ||
750 | public override void SetLinearFactor(BulletBody obj, Vector3 factor) { /* TODO */ } | 826 | public override void SetLinearFactor(BulletBody pBody, Vector3 factor) |
827 | { | ||
828 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
829 | body.SetLinearFactor(new IndexedVector3(factor.X, factor.Y, factor.Z)); | ||
830 | } | ||
751 | 831 | ||
752 | public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot) { /* TODO */ } | 832 | public override void SetCenterOfMassByPosRot(BulletBody pBody, Vector3 pos, Quaternion rot) |
833 | { | ||
834 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
835 | IndexedQuaternion quat = new IndexedQuaternion(rot.X, rot.Y, rot.Z,rot.W); | ||
836 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(quat); | ||
837 | mat._origin = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
838 | body.SetCenterOfMassTransform( ref mat); | ||
839 | /* TODO: double check this */ | ||
840 | } | ||
753 | 841 | ||
754 | //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum); | 842 | //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum); |
755 | public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum) | 843 | public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum) |
756 | { | 844 | { |
757 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 845 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
758 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | 846 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); |
759 | body.ApplyCentralForce(ref fSum); | 847 | body.ApplyCentralForce(ref fSum); |
760 | } | 848 | } |
761 | public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum) | 849 | public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum) |
762 | { | 850 | { |
763 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 851 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
764 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | 852 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); |
765 | body.ApplyCentralImpulse(ref fSum); | 853 | body.ApplyCentralImpulse(ref fSum); |
766 | } | 854 | } |
767 | public override void ApplyTorque(BulletBody pBody, Vector3 pfSum) | 855 | public override void ApplyTorque(BulletBody pBody, Vector3 pfSum) |
768 | { | 856 | { |
769 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 857 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
770 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | 858 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); |
771 | body.ApplyTorque(ref fSum); | 859 | body.ApplyTorque(ref fSum); |
772 | } | 860 | } |
773 | public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum) | 861 | public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum) |
774 | { | 862 | { |
775 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 863 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; |
776 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | 864 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); |
777 | body.ApplyTorqueImpulse(ref fSum); | 865 | body.ApplyTorqueImpulse(ref fSum); |
778 | } | 866 | } |
779 | 867 | ||
780 | public override void DestroyObject(BulletWorld p, BulletBody p_2) | 868 | public override void DestroyObject(BulletWorld pWorld, BulletBody pBody) |
781 | { | 869 | { |
782 | //TODO: | 870 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
871 | CollisionObject co = (pBody as BulletBodyXNA).rigidBody; | ||
872 | RigidBody bo = co as RigidBody; | ||
873 | if (bo == null) | ||
874 | { | ||
875 | |||
876 | if (world.IsInWorld(co)) | ||
877 | { | ||
878 | world.RemoveCollisionObject(co); | ||
879 | } | ||
880 | } | ||
881 | else | ||
882 | { | ||
883 | |||
884 | if (world.IsInWorld(bo)) | ||
885 | { | ||
886 | world.RemoveRigidBody(bo); | ||
887 | } | ||
888 | } | ||
889 | |||
783 | } | 890 | } |
784 | 891 | ||
785 | public override void Shutdown(BulletWorld pWorld) | 892 | public override void Shutdown(BulletWorld pWorld) |
786 | { | 893 | { |
787 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 894 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
788 | world.Cleanup(); | 895 | world.Cleanup(); |
789 | } | 896 | } |
790 | 897 | ||
791 | public override BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id) | 898 | public override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id) |
792 | { | 899 | { |
793 | return null; | 900 | CollisionShape shape1 = (pShape as BulletShapeXNA).shape; |
901 | |||
902 | // TODO: Turn this from a reference copy to a Value Copy. | ||
903 | BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
904 | |||
905 | return shape2; | ||
794 | } | 906 | } |
795 | 907 | ||
796 | public override bool DeleteCollisionShape(BulletWorld p, BulletShape p_2) | 908 | public override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape) |
797 | { | 909 | { |
798 | //TODO: | 910 | //TODO: |
799 | return false; | 911 | return false; |
@@ -802,17 +914,40 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
802 | 914 | ||
803 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | 915 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) |
804 | { | 916 | { |
805 | CollisionWorld world = ((BulletWorldXNA)pWorld).world; | 917 | CollisionWorld world = (pWorld as BulletWorldXNA).world; |
806 | IndexedMatrix mat = | 918 | IndexedMatrix mat = |
807 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | 919 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, |
808 | pRawOrientation.Z, pRawOrientation.W)); | 920 | pRawOrientation.Z, pRawOrientation.W)); |
809 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | 921 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); |
810 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 922 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
811 | //UpdateSingleAabb(world, shape); | 923 | //UpdateSingleAabb(world, shape); |
812 | // TODO: Feed Update array into null | 924 | // TODO: Feed Update array into null |
813 | RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero); | 925 | SimMotionState motionState = new SimMotionState(world, pLocalID, mat, null); |
814 | 926 | RigidBody body = new RigidBody(0,motionState,shape,IndexedVector3.Zero); | |
927 | RigidBodyConstructionInfo constructionInfo = new RigidBodyConstructionInfo(0, new SimMotionState(world, pLocalID, mat, null),shape,IndexedVector3.Zero) | ||
928 | { | ||
929 | m_mass = 0 | ||
930 | }; | ||
931 | /* | ||
932 | m_mass = mass; | ||
933 | m_motionState =motionState; | ||
934 | m_collisionShape = collisionShape; | ||
935 | m_localInertia = localInertia; | ||
936 | m_linearDamping = 0f; | ||
937 | m_angularDamping = 0f; | ||
938 | m_friction = 0.5f; | ||
939 | m_restitution = 0f; | ||
940 | m_linearSleepingThreshold = 0.8f; | ||
941 | m_angularSleepingThreshold = 1f; | ||
942 | m_additionalDamping = false; | ||
943 | m_additionalDampingFactor = 0.005f; | ||
944 | m_additionalLinearDampingThresholdSqr = 0.01f; | ||
945 | m_additionalAngularDampingThresholdSqr = 0.01f; | ||
946 | m_additionalAngularDampingFactor = 0.01f; | ||
947 | m_startWorldTransform = IndexedMatrix.Identity; | ||
948 | */ | ||
815 | body.SetUserPointer(pLocalID); | 949 | body.SetUserPointer(pLocalID); |
950 | |||
816 | return new BulletBodyXNA(pLocalID, body); | 951 | return new BulletBodyXNA(pLocalID, body); |
817 | } | 952 | } |
818 | 953 | ||
@@ -825,7 +960,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
825 | pRawOrientation.Z, pRawOrientation.W)); | 960 | pRawOrientation.Z, pRawOrientation.W)); |
826 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | 961 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); |
827 | 962 | ||
828 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 963 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
829 | 964 | ||
830 | // TODO: Feed Update array into null | 965 | // TODO: Feed Update array into null |
831 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); | 966 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); |
@@ -834,21 +969,43 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
834 | return new BulletBodyXNA(pLocalID, body); | 969 | return new BulletBodyXNA(pLocalID, body); |
835 | } | 970 | } |
836 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 971 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); |
837 | public override CollisionFlags SetCollisionFlags(BulletBody pBody, CollisionFlags collisionFlags) | 972 | public override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags) |
838 | { | 973 | { |
839 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 974 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
840 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); | 975 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); |
841 | return (CollisionFlags)body.GetCollisionFlags(); | 976 | return (CollisionFlags)collisionObject.GetCollisionFlags(); |
842 | } | 977 | } |
843 | 978 | ||
844 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return Vector3.Zero; } | 979 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) |
980 | { | ||
981 | |||
982 | /* TODO */ | ||
983 | return Vector3.Zero; | ||
984 | } | ||
845 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } | 985 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } |
846 | public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; } | 986 | public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; } |
847 | public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; } | 987 | public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; } |
848 | public override bool IsStaticObject(BulletBody pBody) { /* TODO */ return false; } | 988 | public override bool IsStaticObject(BulletBody pCollisionObject) |
849 | public override bool IsKinematicObject(BulletBody pBody) { /* TODO */ return false; } | 989 | { |
850 | public override bool IsStaticOrKinematicObject(BulletBody pBody) { /* TODO */ return false; } | 990 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
851 | public override bool HasContactResponse(BulletBody pBody) { /* TODO */ return false; } | 991 | return collisionObject.IsStaticObject(); |
992 | |||
993 | } | ||
994 | public override bool IsKinematicObject(BulletBody pCollisionObject) | ||
995 | { | ||
996 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
997 | return collisionObject.IsKinematicObject(); | ||
998 | } | ||
999 | public override bool IsStaticOrKinematicObject(BulletBody pCollisionObject) | ||
1000 | { | ||
1001 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1002 | return collisionObject.IsStaticOrKinematicObject(); | ||
1003 | } | ||
1004 | public override bool HasContactResponse(BulletBody pCollisionObject) | ||
1005 | { | ||
1006 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1007 | return collisionObject.HasContactResponse(); | ||
1008 | } | ||
852 | public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; } | 1009 | public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; } |
853 | public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ } | 1010 | public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ } |
854 | public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; } | 1011 | public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; } |
@@ -859,15 +1016,15 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
859 | public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; } | 1016 | public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; } |
860 | 1017 | ||
861 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | 1018 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); |
862 | public override void SetHitFraction(BulletBody pBody, float pHitFraction) | 1019 | public override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction) |
863 | { | 1020 | { |
864 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 1021 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
865 | body.SetHitFraction(pHitFraction); | 1022 | collisionObject.SetHitFraction(pHitFraction); |
866 | } | 1023 | } |
867 | //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale); | 1024 | //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale); |
868 | public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale) | 1025 | public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale) |
869 | { | 1026 | { |
870 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1027 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
871 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | 1028 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); |
872 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); | 1029 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); |
873 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); | 1030 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); |
@@ -881,14 +1038,24 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
881 | int maxUpdates, ref EntityProperties[] updateArray | 1038 | int maxUpdates, ref EntityProperties[] updateArray |
882 | ) | 1039 | ) |
883 | { | 1040 | { |
1041 | |||
1042 | m_updateArray = updateArray; | ||
1043 | m_collisionArray = collisionArray; | ||
884 | /* TODO */ | 1044 | /* TODO */ |
885 | return new BulletWorldXNA(1, null, null); | 1045 | ConfigurationParameters[] configparms = new ConfigurationParameters[1]; |
1046 | configparms[0] = parms; | ||
1047 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | ||
1048 | m_maxCollisions = maxCollisions; | ||
1049 | m_maxUpdatesPerFrame = maxUpdates; | ||
1050 | |||
1051 | |||
1052 | return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); | ||
886 | } | 1053 | } |
887 | 1054 | ||
888 | private static object Initialize2(Vector3 worldExtent, | 1055 | private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, |
889 | ConfigurationParameters[] o, | 1056 | ConfigurationParameters[] o, |
890 | int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, | 1057 | int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, |
891 | int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, | 1058 | int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, |
892 | object mDebugLogCallbackHandle) | 1059 | object mDebugLogCallbackHandle) |
893 | { | 1060 | { |
894 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | 1061 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); |
@@ -968,8 +1135,13 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
968 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); | 1135 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); |
969 | 1136 | ||
970 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); | 1137 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); |
971 | world.UpdatedObjects = updateArray; | 1138 | |
972 | world.UpdatedCollisions = collisionArray; | 1139 | |
1140 | world.UpdatedObjects = BSAPIXNA.GetBulletXNAEntityStruct(BSAPIXNA.BulletSimEntityStructToByteArray(updateArray, updateArray.Length)); | ||
1141 | world.UpdatedCollisions = BSAPIXNA.GetBulletXNACollisionStruct(BSAPIXNA.BulletSimCollisionStructToByteArray(collisionArray, collisionArray.Length)); | ||
1142 | world.LastCollisionDesc = 0; | ||
1143 | world.LastEntityProperty = 0; | ||
1144 | |||
973 | world.WorldSettings.Params = p; | 1145 | world.WorldSettings.Params = p; |
974 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); | 1146 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); |
975 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; | 1147 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; |
@@ -1003,7 +1175,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1003 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; | 1175 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; |
1004 | world.SetForceUpdateAllAabbs(true); | 1176 | world.SetForceUpdateAllAabbs(true); |
1005 | 1177 | ||
1006 | 1178 | //BSParam.TerrainImplementation = 0; | |
1007 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); | 1179 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); |
1008 | 1180 | ||
1009 | return world; | 1181 | return world; |
@@ -1011,7 +1183,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1011 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL | 1183 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL |
1012 | public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) | 1184 | public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) |
1013 | { | 1185 | { |
1014 | Generic6DofConstraint constrain = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | 1186 | Generic6DofConstraint constrain = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; |
1015 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | 1187 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) |
1016 | { | 1188 | { |
1017 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); | 1189 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); |
@@ -1034,7 +1206,8 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1034 | public override bool PushUpdate(BulletBody pCollisionObject) | 1206 | public override bool PushUpdate(BulletBody pCollisionObject) |
1035 | { | 1207 | { |
1036 | bool ret = false; | 1208 | bool ret = false; |
1037 | RigidBody rb = ((BulletBodyXNA)pCollisionObject).rigidBody; | 1209 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
1210 | RigidBody rb = collisionObject as RigidBody; | ||
1038 | if (rb != null) | 1211 | if (rb != null) |
1039 | { | 1212 | { |
1040 | SimMotionState sms = rb.GetMotionState() as SimMotionState; | 1213 | SimMotionState sms = rb.GetMotionState() as SimMotionState; |
@@ -1052,57 +1225,57 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1052 | 1225 | ||
1053 | public override float GetAngularMotionDisc(BulletShape pShape) | 1226 | public override float GetAngularMotionDisc(BulletShape pShape) |
1054 | { | 1227 | { |
1055 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1228 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1056 | return shape.GetAngularMotionDisc(); | 1229 | return shape.GetAngularMotionDisc(); |
1057 | } | 1230 | } |
1058 | public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor) | 1231 | public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor) |
1059 | { | 1232 | { |
1060 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1233 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1061 | return shape.GetContactBreakingThreshold(defaultFactor); | 1234 | return shape.GetContactBreakingThreshold(defaultFactor); |
1062 | } | 1235 | } |
1063 | public override bool IsCompound(BulletShape pShape) | 1236 | public override bool IsCompound(BulletShape pShape) |
1064 | { | 1237 | { |
1065 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1238 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1066 | return shape.IsCompound(); | 1239 | return shape.IsCompound(); |
1067 | } | 1240 | } |
1068 | public override bool IsSoftBody(BulletShape pShape) | 1241 | public override bool IsSoftBody(BulletShape pShape) |
1069 | { | 1242 | { |
1070 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1243 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1071 | return shape.IsSoftBody(); | 1244 | return shape.IsSoftBody(); |
1072 | } | 1245 | } |
1073 | public override bool IsPolyhedral(BulletShape pShape) | 1246 | public override bool IsPolyhedral(BulletShape pShape) |
1074 | { | 1247 | { |
1075 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1248 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1076 | return shape.IsPolyhedral(); | 1249 | return shape.IsPolyhedral(); |
1077 | } | 1250 | } |
1078 | public override bool IsConvex2d(BulletShape pShape) | 1251 | public override bool IsConvex2d(BulletShape pShape) |
1079 | { | 1252 | { |
1080 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1253 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1081 | return shape.IsConvex2d(); | 1254 | return shape.IsConvex2d(); |
1082 | } | 1255 | } |
1083 | public override bool IsConvex(BulletShape pShape) | 1256 | public override bool IsConvex(BulletShape pShape) |
1084 | { | 1257 | { |
1085 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1258 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1086 | return shape.IsConvex(); | 1259 | return shape.IsConvex(); |
1087 | } | 1260 | } |
1088 | public override bool IsNonMoving(BulletShape pShape) | 1261 | public override bool IsNonMoving(BulletShape pShape) |
1089 | { | 1262 | { |
1090 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1263 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1091 | return shape.IsNonMoving(); | 1264 | return shape.IsNonMoving(); |
1092 | } | 1265 | } |
1093 | public override bool IsConcave(BulletShape pShape) | 1266 | public override bool IsConcave(BulletShape pShape) |
1094 | { | 1267 | { |
1095 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1268 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1096 | return shape.IsConcave(); | 1269 | return shape.IsConcave(); |
1097 | } | 1270 | } |
1098 | public override bool IsInfinite(BulletShape pShape) | 1271 | public override bool IsInfinite(BulletShape pShape) |
1099 | { | 1272 | { |
1100 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1273 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1101 | return shape.IsInfinite(); | 1274 | return shape.IsInfinite(); |
1102 | } | 1275 | } |
1103 | public override bool IsNativeShape(BulletShape pShape) | 1276 | public override bool IsNativeShape(BulletShape pShape) |
1104 | { | 1277 | { |
1105 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1278 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1106 | bool ret; | 1279 | bool ret; |
1107 | switch (shape.GetShapeType()) | 1280 | switch (shape.GetShapeType()) |
1108 | { | 1281 | { |
@@ -1119,38 +1292,53 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1119 | return ret; | 1292 | return ret; |
1120 | } | 1293 | } |
1121 | 1294 | ||
1122 | public override void SetShapeCollisionMargin(BulletShape shape, float margin) { /* TODO */ } | 1295 | public override void SetShapeCollisionMargin(BulletShape pShape, float pMargin) |
1296 | { | ||
1297 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1298 | shape.SetMargin(pMargin); | ||
1299 | } | ||
1123 | 1300 | ||
1124 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation | 1301 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation |
1125 | public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | 1302 | public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) |
1126 | { | 1303 | { |
1127 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1304 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1128 | IndexedMatrix bodyTransform = new IndexedMatrix(); | 1305 | IndexedMatrix bodyTransform = new IndexedMatrix(); |
1129 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | 1306 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); |
1130 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); | 1307 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); |
1131 | GhostObject gObj = new PairCachingGhostObject(); | 1308 | GhostObject gObj = new PairCachingGhostObject(); |
1132 | gObj.SetWorldTransform(bodyTransform); | 1309 | gObj.SetWorldTransform(bodyTransform); |
1133 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1310 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1134 | gObj.SetCollisionShape(shape); | 1311 | gObj.SetCollisionShape(shape); |
1135 | gObj.SetUserPointer(pLocalID); | 1312 | gObj.SetUserPointer(pLocalID); |
1136 | // TODO: Add to Special CollisionObjects! | 1313 | // TODO: Add to Special CollisionObjects! |
1137 | return new BulletBodyXNA(pLocalID, gObj); | 1314 | return new BulletBodyXNA(pLocalID, gObj); |
1138 | } | 1315 | } |
1139 | 1316 | ||
1140 | public override void SetCollisionShape(BulletWorld pWorld, BulletBody pObj, BulletShape pShape) | 1317 | public override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape) |
1141 | { | 1318 | { |
1142 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1319 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1143 | CollisionObject obj = ((BulletBodyXNA)pObj).body; | 1320 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; |
1144 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1321 | if (pShape == null) |
1145 | obj.SetCollisionShape(shape); | 1322 | { |
1146 | 1323 | collisionObject.SetCollisionShape(new EmptyShape()); | |
1324 | } | ||
1325 | else | ||
1326 | { | ||
1327 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1328 | collisionObject.SetCollisionShape(shape); | ||
1329 | } | ||
1330 | } | ||
1331 | public override BulletShape GetCollisionShape(BulletBody pCollisionObject) | ||
1332 | { | ||
1333 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1334 | CollisionShape shape = collisionObject.GetCollisionShape(); | ||
1335 | return new BulletShapeXNA(shape,BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
1147 | } | 1336 | } |
1148 | public override BulletShape GetCollisionShape(BulletBody obj) { /* TODO */ return null; } | ||
1149 | 1337 | ||
1150 | //(PhysicsScene.World.ptr, nativeShapeData) | 1338 | //(PhysicsScene.World.ptr, nativeShapeData) |
1151 | public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData) | 1339 | public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData) |
1152 | { | 1340 | { |
1153 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1341 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1154 | CollisionShape shape = null; | 1342 | CollisionShape shape = null; |
1155 | switch (pShapeData.Type) | 1343 | switch (pShapeData.Type) |
1156 | { | 1344 | { |
@@ -1185,15 +1373,15 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1185 | 1373 | ||
1186 | public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape) | 1374 | public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape) |
1187 | { | 1375 | { |
1188 | CompoundShape compoundshape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape; | 1376 | CompoundShape compoundshape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; |
1189 | return compoundshape.GetNumChildShapes(); | 1377 | return compoundshape.GetNumChildShapes(); |
1190 | } | 1378 | } |
1191 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot | 1379 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot |
1192 | public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot) | 1380 | public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot) |
1193 | { | 1381 | { |
1194 | IndexedMatrix relativeTransform = new IndexedMatrix(); | 1382 | IndexedMatrix relativeTransform = new IndexedMatrix(); |
1195 | CompoundShape compoundshape = ((BulletShapeXNA)pCShape).shape as CompoundShape; | 1383 | CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; |
1196 | CollisionShape addshape = ((BulletShapeXNA)paddShape).shape; | 1384 | CollisionShape addshape = (paddShape as BulletShapeXNA).shape; |
1197 | 1385 | ||
1198 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); | 1386 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); |
1199 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); | 1387 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); |
@@ -1203,7 +1391,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1203 | 1391 | ||
1204 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii) | 1392 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii) |
1205 | { | 1393 | { |
1206 | CompoundShape compoundshape = ((BulletShapeXNA)pCShape).shape as CompoundShape; | 1394 | CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; |
1207 | CollisionShape ret = null; | 1395 | CollisionShape ret = null; |
1208 | ret = compoundshape.GetChildShape(pii); | 1396 | ret = compoundshape.GetChildShape(pii); |
1209 | compoundshape.RemoveChildShapeByIndex(pii); | 1397 | compoundshape.RemoveChildShapeByIndex(pii); |
@@ -1222,12 +1410,12 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1222 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); | 1410 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); |
1223 | } | 1411 | } |
1224 | 1412 | ||
1225 | public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody ppBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | 1413 | public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) |
1226 | { | 1414 | { |
1227 | HingeConstraint constrain = null; | 1415 | HingeConstraint constrain = null; |
1228 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1416 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1229 | RigidBody rb1 = ((BulletBodyXNA)pBody1).rigidBody; | 1417 | RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; |
1230 | RigidBody rb2 = ((BulletBodyXNA)ppBody2).rigidBody; | 1418 | RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; |
1231 | if (rb1 != null && rb2 != null) | 1419 | if (rb1 != null && rb2 != null) |
1232 | { | 1420 | { |
1233 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | 1421 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); |
@@ -1241,7 +1429,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1241 | 1429 | ||
1242 | public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls) | 1430 | public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls) |
1243 | { | 1431 | { |
1244 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1432 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1245 | CompoundShape compoundshape = new CompoundShape(false); | 1433 | CompoundShape compoundshape = new CompoundShape(false); |
1246 | 1434 | ||
1247 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | 1435 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); |
@@ -1271,7 +1459,11 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1271 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); | 1459 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); |
1272 | } | 1460 | } |
1273 | 1461 | ||
1274 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) { /* TODO */ return null; } | 1462 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) |
1463 | { | ||
1464 | /* TODO */ return null; | ||
1465 | |||
1466 | } | ||
1275 | 1467 | ||
1276 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | 1468 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) |
1277 | { | 1469 | { |
@@ -1286,7 +1478,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1286 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | 1478 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); |
1287 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | 1479 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); |
1288 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | 1480 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); |
1289 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1481 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1290 | IndexedMesh mesh = new IndexedMesh(); | 1482 | IndexedMesh mesh = new IndexedMesh(); |
1291 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | 1483 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; |
1292 | mesh.m_numTriangles = pIndicesCount/3; | 1484 | mesh.m_numTriangles = pIndicesCount/3; |
@@ -1402,7 +1594,7 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1402 | 1594 | ||
1403 | public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce) | 1595 | public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce) |
1404 | { | 1596 | { |
1405 | TypedConstraint tconstrain = ((BulletConstraintXNA)pConstraint).constrain; | 1597 | TypedConstraint tconstrain = (pConstraint as BulletConstraintXNA).constrain; |
1406 | bool onOff = ponOff != 0; | 1598 | bool onOff = ponOff != 0; |
1407 | bool ret = false; | 1599 | bool ret = false; |
1408 | 1600 | ||
@@ -1428,47 +1620,45 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1428 | /* TODO */ | 1620 | /* TODO */ |
1429 | updatedEntityCount = 0; | 1621 | updatedEntityCount = 0; |
1430 | collidersCount = 0; | 1622 | collidersCount = 0; |
1431 | return 1; | 1623 | |
1624 | |||
1625 | int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); | ||
1626 | |||
1627 | return ret; | ||
1432 | } | 1628 | } |
1433 | 1629 | ||
1434 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, | 1630 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, |
1435 | out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, | 1631 | out int updatedEntityCount, out EntityProperties[] updatedEntities, |
1436 | out int collidersCount, out List<BulletXNA.CollisionDesc>colliders) | 1632 | out int collidersCount, out CollisionDesc[] colliders) |
1437 | { | 1633 | { |
1438 | int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, | 1634 | int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, |
1439 | out collidersCount, out colliders); | 1635 | out collidersCount, out colliders, m_maxCollisions, m_maxUpdatesPerFrame); |
1440 | return epic; | 1636 | return epic; |
1441 | } | 1637 | } |
1442 | 1638 | ||
1443 | private static int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc> colliders) | 1639 | private static int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, |
1640 | out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) | ||
1444 | { | 1641 | { |
1445 | int numSimSteps = 0; | 1642 | int numSimSteps = 0; |
1446 | |||
1447 | 1643 | ||
1448 | //if (updatedEntities is null) | 1644 | updatedEntityCount = 0; |
1449 | // updatedEntities = new List<BulletXNA.EntityProperties>(); | 1645 | collidersCount = 0; |
1450 | |||
1451 | //if (colliders is null) | ||
1452 | // colliders = new List<BulletXNA.CollisionDesc>(); | ||
1453 | 1646 | ||
1454 | 1647 | ||
1455 | if (pWorld is BulletWorldXNA) | 1648 | if (pWorld is BulletWorldXNA) |
1456 | { | 1649 | { |
1457 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1650 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1458 | 1651 | ||
1652 | world.LastCollisionDesc = 0; | ||
1653 | world.LastEntityProperty = 0; | ||
1654 | world.UpdatedObjects = new BulletXNA.EntityProperties[maxUpdates]; | ||
1655 | world.UpdatedCollisions = new BulletXNA.CollisionDesc[maxCollisions]; | ||
1459 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); | 1656 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); |
1460 | int updates = 0; | 1657 | int updates = 0; |
1461 | 1658 | ||
1462 | updatedEntityCount = world.UpdatedObjects.Count; | 1659 | |
1463 | updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects); | ||
1464 | updatedEntityCount = updatedEntities.Count; | ||
1465 | world.UpdatedObjects.Clear(); | ||
1466 | 1660 | ||
1467 | 1661 | ||
1468 | collidersCount = world.UpdatedCollisions.Count; | ||
1469 | colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions); | ||
1470 | |||
1471 | world.UpdatedCollisions.Clear(); | ||
1472 | m_collisionsThisFrame = 0; | 1662 | m_collisionsThisFrame = 0; |
1473 | int numManifolds = world.GetDispatcher().GetNumManifolds(); | 1663 | int numManifolds = world.GetDispatcher().GetNumManifolds(); |
1474 | for (int j = 0; j < numManifolds; j++) | 1664 | for (int j = 0; j < numManifolds; j++) |
@@ -1493,16 +1683,31 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1493 | 1683 | ||
1494 | } | 1684 | } |
1495 | 1685 | ||
1686 | updatedEntityCount = world.LastEntityProperty; | ||
1687 | updatedEntities = GetBulletSimEntityStruct(BulletXNAEntityStructToByteArray(world.UpdatedObjects, world.LastEntityProperty)); | ||
1688 | |||
1689 | |||
1690 | |||
1691 | |||
1692 | collidersCount = world.LastCollisionDesc; | ||
1693 | colliders = | ||
1694 | GetBulletSimCollisionStruct(BulletXNACollisionStructToByteArray(world.UpdatedCollisions, world.LastCollisionDesc));//new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions); | ||
1496 | 1695 | ||
1497 | } | 1696 | } |
1498 | else | 1697 | else |
1499 | { | 1698 | { |
1500 | //if (updatedEntities is null) | 1699 | //if (updatedEntities is null) |
1501 | updatedEntities = new List<BulletXNA.EntityProperties>(); | 1700 | //updatedEntities = new List<BulletXNA.EntityProperties>(); |
1502 | updatedEntityCount = 0; | 1701 | //updatedEntityCount = 0; |
1503 | //if (colliders is null) | 1702 | //if (colliders is null) |
1504 | colliders = new List<BulletXNA.CollisionDesc>(); | 1703 | //colliders = new List<BulletXNA.CollisionDesc>(); |
1505 | collidersCount = 0; | 1704 | //collidersCount = 0; |
1705 | |||
1706 | updatedEntities = new EntityProperties[0]; | ||
1707 | |||
1708 | |||
1709 | colliders = new CollisionDesc[0]; | ||
1710 | |||
1506 | } | 1711 | } |
1507 | return numSimSteps; | 1712 | return numSimSteps; |
1508 | } | 1713 | } |
@@ -1535,22 +1740,23 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1535 | point = contact, | 1740 | point = contact, |
1536 | normal = contactNormal | 1741 | normal = contactNormal |
1537 | }; | 1742 | }; |
1538 | world.UpdatedCollisions.Add(cDesc); | 1743 | if (world.LastCollisionDesc < world.UpdatedCollisions.Length) |
1744 | world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc); | ||
1539 | m_collisionsThisFrame++; | 1745 | m_collisionsThisFrame++; |
1540 | 1746 | ||
1541 | 1747 | ||
1542 | } | 1748 | } |
1543 | private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pBody) | 1749 | private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pCollisionObject) |
1544 | { | 1750 | { |
1545 | EntityProperties ent = new EntityProperties(); | 1751 | EntityProperties ent = new EntityProperties(); |
1546 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1752 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1547 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | 1753 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; |
1548 | IndexedMatrix transform = body.GetWorldTransform(); | 1754 | IndexedMatrix transform = collisionObject.GetWorldTransform(); |
1549 | IndexedVector3 LinearVelocity = body.GetInterpolationLinearVelocity(); | 1755 | IndexedVector3 LinearVelocity = collisionObject.GetInterpolationLinearVelocity(); |
1550 | IndexedVector3 AngularVelocity = body.GetInterpolationAngularVelocity(); | 1756 | IndexedVector3 AngularVelocity = collisionObject.GetInterpolationAngularVelocity(); |
1551 | IndexedQuaternion rotation = transform.GetRotation(); | 1757 | IndexedQuaternion rotation = transform.GetRotation(); |
1552 | ent.Acceleration = Vector3.Zero; | 1758 | ent.Acceleration = Vector3.Zero; |
1553 | ent.ID = (uint)body.GetUserPointer(); | 1759 | ent.ID = (uint)collisionObject.GetUserPointer(); |
1554 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); | 1760 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); |
1555 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); | 1761 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); |
1556 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); | 1762 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); |
@@ -1562,19 +1768,19 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1562 | 1768 | ||
1563 | public override Vector3 GetLocalScaling(BulletShape pShape) | 1769 | public override Vector3 GetLocalScaling(BulletShape pShape) |
1564 | { | 1770 | { |
1565 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | 1771 | CollisionShape shape = (pShape as BulletShapeXNA).shape; |
1566 | IndexedVector3 scale = shape.GetLocalScaling(); | 1772 | IndexedVector3 scale = shape.GetLocalScaling(); |
1567 | return new Vector3(scale.X,scale.Y,scale.Z); | 1773 | return new Vector3(scale.X,scale.Y,scale.Z); |
1568 | } | 1774 | } |
1569 | 1775 | ||
1570 | public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe) | 1776 | public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe) |
1571 | { | 1777 | { |
1572 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | 1778 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; |
1573 | if (world != null) | 1779 | if (world != null) |
1574 | { | 1780 | { |
1575 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) | 1781 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) |
1576 | { | 1782 | { |
1577 | CollisionObject AvoidBody = ((BulletBodyXNA)NotMe).body; | 1783 | CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; |
1578 | 1784 | ||
1579 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | 1785 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); |
1580 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | 1786 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); |
@@ -1594,5 +1800,160 @@ private sealed class BulletConstraintXNA : BulletConstraint | |||
1594 | } | 1800 | } |
1595 | return false; | 1801 | return false; |
1596 | } | 1802 | } |
1803 | |||
1804 | public static unsafe BulletXNA.CollisionDesc[] GetBulletXNACollisionStruct(byte[] buffer) | ||
1805 | { | ||
1806 | int count = buffer.Length/sizeof (BulletXNA.CollisionDesc); | ||
1807 | BulletXNA.CollisionDesc[] result = new BulletXNA.CollisionDesc[count]; | ||
1808 | BulletXNA.CollisionDesc* ptr; | ||
1809 | fixed (byte* localBytes = new byte[buffer.Length]) | ||
1810 | { | ||
1811 | for (int i = 0; i < buffer.Length; i++) | ||
1812 | { | ||
1813 | localBytes[i] = buffer[i]; | ||
1814 | } | ||
1815 | for (int i=0;i<count;i++) | ||
1816 | { | ||
1817 | ptr = (BulletXNA.CollisionDesc*) (localBytes + sizeof (BulletXNA.CollisionDesc)*i); | ||
1818 | result[i] = new BulletXNA.CollisionDesc(); | ||
1819 | result[i] = *ptr; | ||
1820 | } | ||
1821 | } | ||
1822 | return result; | ||
1823 | } | ||
1824 | |||
1825 | public static unsafe CollisionDesc[] GetBulletSimCollisionStruct(byte[] buffer) | ||
1826 | { | ||
1827 | int count = buffer.Length / sizeof(CollisionDesc); | ||
1828 | CollisionDesc[] result = new CollisionDesc[count]; | ||
1829 | CollisionDesc* ptr; | ||
1830 | fixed (byte* localBytes = new byte[buffer.Length]) | ||
1831 | { | ||
1832 | for (int i = 0; i < buffer.Length; i++) | ||
1833 | { | ||
1834 | localBytes[i] = buffer[i]; | ||
1835 | } | ||
1836 | for (int i = 0; i < count; i++) | ||
1837 | { | ||
1838 | ptr = (CollisionDesc*)(localBytes + sizeof(CollisionDesc) * i); | ||
1839 | result[i] = new CollisionDesc(); | ||
1840 | result[i] = *ptr; | ||
1841 | } | ||
1842 | } | ||
1843 | return result; | ||
1844 | } | ||
1845 | public static unsafe byte[] BulletSimCollisionStructToByteArray(CollisionDesc[] CollisionDescArray, int count) | ||
1846 | { | ||
1847 | int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length; | ||
1848 | byte[] byteArray = new byte[sizeof(CollisionDesc) * arrayLength]; | ||
1849 | fixed (CollisionDesc* floatPointer = CollisionDescArray) | ||
1850 | { | ||
1851 | fixed (byte* bytePointer = byteArray) | ||
1852 | { | ||
1853 | CollisionDesc* read = floatPointer; | ||
1854 | CollisionDesc* write = (CollisionDesc*)bytePointer; | ||
1855 | for (int i = 0; i < arrayLength; i++) | ||
1856 | { | ||
1857 | *write++ = *read++; | ||
1858 | } | ||
1859 | } | ||
1860 | } | ||
1861 | return byteArray; | ||
1862 | } | ||
1863 | public static unsafe byte[] BulletXNACollisionStructToByteArray(BulletXNA.CollisionDesc[] CollisionDescArray, int count) | ||
1864 | { | ||
1865 | int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length; | ||
1866 | byte[] byteArray = new byte[sizeof(BulletXNA.CollisionDesc) * arrayLength]; | ||
1867 | fixed (BulletXNA.CollisionDesc* floatPointer = CollisionDescArray) | ||
1868 | { | ||
1869 | fixed (byte* bytePointer = byteArray) | ||
1870 | { | ||
1871 | BulletXNA.CollisionDesc* read = floatPointer; | ||
1872 | BulletXNA.CollisionDesc* write = (BulletXNA.CollisionDesc*)bytePointer; | ||
1873 | for (int i = 0; i < arrayLength; i++) | ||
1874 | { | ||
1875 | *write++ = *read++; | ||
1876 | } | ||
1877 | } | ||
1878 | } | ||
1879 | return byteArray; | ||
1880 | } | ||
1881 | public static unsafe BulletXNA.EntityProperties[] GetBulletXNAEntityStruct(byte[] buffer) | ||
1882 | { | ||
1883 | int count = buffer.Length / sizeof(BulletXNA.EntityProperties); | ||
1884 | BulletXNA.EntityProperties[] result = new BulletXNA.EntityProperties[count]; | ||
1885 | BulletXNA.EntityProperties* ptr; | ||
1886 | fixed (byte* localBytes = new byte[buffer.Length]) | ||
1887 | { | ||
1888 | for (int i = 0; i < buffer.Length; i++) | ||
1889 | { | ||
1890 | localBytes[i] = buffer[i]; | ||
1891 | } | ||
1892 | for (int i = 0; i < count; i++) | ||
1893 | { | ||
1894 | ptr = (BulletXNA.EntityProperties*)(localBytes + sizeof(BulletXNA.EntityProperties) * i); | ||
1895 | result[i] = new BulletXNA.EntityProperties(); | ||
1896 | result[i] = *ptr; | ||
1897 | } | ||
1898 | } | ||
1899 | return result; | ||
1900 | } | ||
1901 | |||
1902 | public static unsafe EntityProperties[] GetBulletSimEntityStruct(byte[] buffer) | ||
1903 | { | ||
1904 | int count = buffer.Length / sizeof(EntityProperties); | ||
1905 | EntityProperties[] result = new EntityProperties[count]; | ||
1906 | EntityProperties* ptr; | ||
1907 | fixed (byte* localBytes = new byte[buffer.Length]) | ||
1908 | { | ||
1909 | for (int i = 0; i < buffer.Length; i++) | ||
1910 | { | ||
1911 | localBytes[i] = buffer[i]; | ||
1912 | } | ||
1913 | for (int i = 0; i < count; i++) | ||
1914 | { | ||
1915 | ptr = (EntityProperties*)(localBytes + sizeof(EntityProperties) * i); | ||
1916 | result[i] = new EntityProperties(); | ||
1917 | result[i] = *ptr; | ||
1918 | } | ||
1919 | } | ||
1920 | return result; | ||
1921 | } | ||
1922 | public static unsafe byte[] BulletSimEntityStructToByteArray(EntityProperties[] CollisionDescArray, int count) | ||
1923 | { | ||
1924 | int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length; | ||
1925 | byte[] byteArray = new byte[sizeof(EntityProperties) * arrayLength]; | ||
1926 | fixed (EntityProperties* floatPointer = CollisionDescArray) | ||
1927 | { | ||
1928 | fixed (byte* bytePointer = byteArray) | ||
1929 | { | ||
1930 | EntityProperties* read = floatPointer; | ||
1931 | EntityProperties* write = (EntityProperties*)bytePointer; | ||
1932 | for (int i = 0; i < arrayLength; i++) | ||
1933 | { | ||
1934 | *write++ = *read++; | ||
1935 | } | ||
1936 | } | ||
1937 | } | ||
1938 | return byteArray; | ||
1939 | } | ||
1940 | public static unsafe byte[] BulletXNAEntityStructToByteArray(BulletXNA.EntityProperties[] CollisionDescArray, int count) | ||
1941 | { | ||
1942 | int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length; | ||
1943 | byte[] byteArray = new byte[sizeof(BulletXNA.EntityProperties) * arrayLength]; | ||
1944 | fixed (BulletXNA.EntityProperties* floatPointer = CollisionDescArray) | ||
1945 | { | ||
1946 | fixed (byte* bytePointer = byteArray) | ||
1947 | { | ||
1948 | BulletXNA.EntityProperties* read = floatPointer; | ||
1949 | BulletXNA.EntityProperties* write = (BulletXNA.EntityProperties*)bytePointer; | ||
1950 | for (int i = 0; i < arrayLength; i++) | ||
1951 | { | ||
1952 | *write++ = *read++; | ||
1953 | } | ||
1954 | } | ||
1955 | } | ||
1956 | return byteArray; | ||
1957 | } | ||
1597 | } | 1958 | } |
1598 | } | 1959 | } |
diff --git a/bin/BulletXNA.dll b/bin/BulletXNA.dll index 1e3f042..5e69b2e 100644 --- a/bin/BulletXNA.dll +++ b/bin/BulletXNA.dll | |||
Binary files differ | |||
diff --git a/bin/BulletXNA.pdb b/bin/BulletXNA.pdb index 4b83b83..3d4906f 100644 --- a/bin/BulletXNA.pdb +++ b/bin/BulletXNA.pdb | |||
Binary files differ | |||
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index 54b88b4..889865b 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini | |||
@@ -908,6 +908,19 @@ | |||
908 | 908 | ||
909 | [BulletSim] | 909 | [BulletSim] |
910 | ; World parameters | 910 | ; World parameters |
911 | |||
912 | ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll | ||
913 | ; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster. | ||
914 | |||
915 | BulletEngine = "bulletunmanaged" | ||
916 | ; BulletEngine = "bulletxna" | ||
917 | |||
918 | ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine, | ||
919 | ; you will want to switch to the heightfield option | ||
920 | |||
921 | TerrainImplementation = 1 | ||
922 | ; TerrainImplementation = 0 | ||
923 | |||
911 | DefaultFriction = 0.20 | 924 | DefaultFriction = 0.20 |
912 | DefaultDensity = 10.000006836 | 925 | DefaultDensity = 10.000006836 |
913 | DefaultRestitution = 0.0 | 926 | DefaultRestitution = 0.0 |
@@ -959,6 +972,7 @@ | |||
959 | PhysicsLoggingEnabled = False | 972 | PhysicsLoggingEnabled = False |
960 | PhysicsLoggingDir = "." | 973 | PhysicsLoggingDir = "." |
961 | VehicleLoggingEnabled = False | 974 | VehicleLoggingEnabled = False |
975 | |||
962 | 976 | ||
963 | [RemoteAdmin] | 977 | [RemoteAdmin] |
964 | enabled = false | 978 | enabled = false |
diff --git a/prebuild.xml b/prebuild.xml index bb9b7d6..37b406c 100644 --- a/prebuild.xml +++ b/prebuild.xml | |||
@@ -1759,40 +1759,6 @@ | |||
1759 | </Files> | 1759 | </Files> |
1760 | </Project> | 1760 | </Project> |
1761 | 1761 | ||
1762 | <Project frameworkVersion="v3_5" name="OpenSim.Region.Physics.BulletSNPlugin" path="OpenSim/Region/Physics/BulletSNPlugin" type="Library"> | ||
1763 | <Configuration name="Debug"> | ||
1764 | <Options> | ||
1765 | <OutputPath>../../../../bin/Physics/</OutputPath> | ||
1766 | </Options> | ||
1767 | </Configuration> | ||
1768 | <Configuration name="Release"> | ||
1769 | <Options> | ||
1770 | <OutputPath>../../../../bin/Physics/</OutputPath> | ||
1771 | </Options> | ||
1772 | </Configuration> | ||
1773 | |||
1774 | <ReferencePath>../../../../bin/</ReferencePath> | ||
1775 | <Reference name="System"/> | ||
1776 | <Reference name="System.Core"/> | ||
1777 | <Reference name="System.Xml"/> | ||
1778 | <Reference name="OpenMetaverseTypes" path="../../../../bin/"/> | ||
1779 | <Reference name="Nini.dll" path="../../../../bin/"/> | ||
1780 | <Reference name="OpenSim.Framework"/> | ||
1781 | <Reference name="OpenSim.Region.Framework"/> | ||
1782 | <Reference name="OpenSim.Region.CoreModules"/> | ||
1783 | <Reference name="OpenSim.Framework.Console"/> | ||
1784 | <Reference name="OpenSim.Region.Physics.Manager"/> | ||
1785 | <Reference name="OpenSim.Region.Physics.ConvexDecompositionDotNet"/> | ||
1786 | <Reference name="BulletXNA.dll" path="../../../../bin/"/> | ||
1787 | <Reference name="log4net.dll" path="../../../../bin/"/> | ||
1788 | |||
1789 | <Files> | ||
1790 | <Match pattern="*.cs" recurse="true"> | ||
1791 | <Exclude name="Tests" pattern="Tests"/> | ||
1792 | </Match> | ||
1793 | </Files> | ||
1794 | </Project> | ||
1795 | |||
1796 | <!-- OpenSim app --> | 1762 | <!-- OpenSim app --> |
1797 | <Project frameworkVersion="v3_5" name="OpenSim" path="OpenSim/Region/Application" type="Exe"> | 1763 | <Project frameworkVersion="v3_5" name="OpenSim" path="OpenSim/Region/Application" type="Exe"> |
1798 | <Configuration name="Debug"> | 1764 | <Configuration name="Debug"> |