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-rw-r--r-- | OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs | 1604 |
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diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs new file mode 100644 index 0000000..6af59d6 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSNPlugin/BulletSimAPI.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.IO; | ||
30 | using System.Runtime.InteropServices; | ||
31 | using System.Security; | ||
32 | using System.Text; | ||
33 | using BulletXNA; | ||
34 | using OpenMetaverse; | ||
35 | using BulletXNA.LinearMath; | ||
36 | using BulletXNA.BulletCollision; | ||
37 | using BulletXNA.BulletDynamics; | ||
38 | using BulletXNA.BulletCollision.CollisionDispatch; | ||
39 | using OpenSim.Framework; | ||
40 | |||
41 | namespace OpenSim.Region.Physics.BulletSNPlugin { | ||
42 | |||
43 | // Classes to allow some type checking for the API | ||
44 | // These hold pointers to allocated objects in the unmanaged space. | ||
45 | |||
46 | |||
47 | |||
48 | // Constraint type values as defined by Bullet | ||
49 | public enum ConstraintType : int | ||
50 | { | ||
51 | POINT2POINT_CONSTRAINT_TYPE = 3, | ||
52 | HINGE_CONSTRAINT_TYPE, | ||
53 | CONETWIST_CONSTRAINT_TYPE, | ||
54 | D6_CONSTRAINT_TYPE, | ||
55 | SLIDER_CONSTRAINT_TYPE, | ||
56 | CONTACT_CONSTRAINT_TYPE, | ||
57 | D6_SPRING_CONSTRAINT_TYPE, | ||
58 | MAX_CONSTRAINT_TYPE | ||
59 | } | ||
60 | |||
61 | |||
62 | // =============================================================================== | ||
63 | [StructLayout(LayoutKind.Sequential)] | ||
64 | public struct ConvexHull | ||
65 | { | ||
66 | Vector3 Offset; | ||
67 | int VertexCount; | ||
68 | Vector3[] Vertices; | ||
69 | } | ||
70 | public enum BSPhysicsShapeType | ||
71 | { | ||
72 | SHAPE_UNKNOWN = 0, | ||
73 | SHAPE_CAPSULE = 1, | ||
74 | SHAPE_BOX = 2, | ||
75 | SHAPE_CONE = 3, | ||
76 | SHAPE_CYLINDER = 4, | ||
77 | SHAPE_SPHERE = 5, | ||
78 | SHAPE_MESH = 6, | ||
79 | SHAPE_HULL = 7, | ||
80 | // following defined by BulletSim | ||
81 | SHAPE_GROUNDPLANE = 20, | ||
82 | SHAPE_TERRAIN = 21, | ||
83 | SHAPE_COMPOUND = 22, | ||
84 | SHAPE_HEIGHTMAP = 23, | ||
85 | }; | ||
86 | |||
87 | // The native shapes have predefined shape hash keys | ||
88 | public enum FixedShapeKey : ulong | ||
89 | { | ||
90 | KEY_NONE = 0, | ||
91 | KEY_BOX = 1, | ||
92 | KEY_SPHERE = 2, | ||
93 | KEY_CONE = 3, | ||
94 | KEY_CYLINDER = 4, | ||
95 | KEY_CAPSULE = 5, | ||
96 | } | ||
97 | |||
98 | [StructLayout(LayoutKind.Sequential)] | ||
99 | public struct ShapeData | ||
100 | { | ||
101 | public uint ID; | ||
102 | public BSPhysicsShapeType Type; | ||
103 | public Vector3 Position; | ||
104 | public Quaternion Rotation; | ||
105 | public Vector3 Velocity; | ||
106 | public Vector3 Scale; | ||
107 | public float Mass; | ||
108 | public float Buoyancy; | ||
109 | public System.UInt64 HullKey; | ||
110 | public System.UInt64 MeshKey; | ||
111 | public float Friction; | ||
112 | public float Restitution; | ||
113 | public float Collidable; // true of things bump into this | ||
114 | public float Static; // true if a static object. Otherwise gravity, etc. | ||
115 | public float Solid; // true if object cannot be passed through | ||
116 | public Vector3 Size; | ||
117 | |||
118 | // note that bools are passed as floats since bool size changes by language and architecture | ||
119 | public const float numericTrue = 1f; | ||
120 | public const float numericFalse = 0f; | ||
121 | } | ||
122 | [StructLayout(LayoutKind.Sequential)] | ||
123 | public struct SweepHit | ||
124 | { | ||
125 | public uint ID; | ||
126 | public float Fraction; | ||
127 | public Vector3 Normal; | ||
128 | public Vector3 Point; | ||
129 | } | ||
130 | [StructLayout(LayoutKind.Sequential)] | ||
131 | public struct RaycastHit | ||
132 | { | ||
133 | public uint ID; | ||
134 | public float Fraction; | ||
135 | public Vector3 Normal; | ||
136 | } | ||
137 | [StructLayout(LayoutKind.Sequential)] | ||
138 | public struct CollisionDesc | ||
139 | { | ||
140 | public uint aID; | ||
141 | public uint bID; | ||
142 | public Vector3 point; | ||
143 | public Vector3 normal; | ||
144 | } | ||
145 | [StructLayout(LayoutKind.Sequential)] | ||
146 | public struct EntityProperties | ||
147 | { | ||
148 | public uint ID; | ||
149 | public Vector3 Position; | ||
150 | public Quaternion Rotation; | ||
151 | public Vector3 Velocity; | ||
152 | public Vector3 Acceleration; | ||
153 | public Vector3 RotationalVelocity; | ||
154 | public override string ToString() | ||
155 | { | ||
156 | return string.Format("ID:{0}, Pos:<{1:F},{2:F},{3:F}>, Rot:<{4:F},{5:F},{6:F},{7:F}>, LVel:<{8:F},{9:F},{10:F}>, AVel:<{11:F},{12:F},{13:F}>", | ||
157 | ID.ToString(), | ||
158 | Position.X,Position.Y,Position.Z, | ||
159 | Rotation.X,Rotation.Y,Rotation.Z,Rotation.W, | ||
160 | Velocity.X,Velocity.Y,Velocity.Z, | ||
161 | RotationalVelocity.X,RotationalVelocity.Y,RotationalVelocity.Z | ||
162 | ); | ||
163 | } | ||
164 | } | ||
165 | |||
166 | // Format of this structure must match the definition in the C++ code | ||
167 | // NOTE: adding the X causes compile breaks if used. These are unused symbols | ||
168 | // that can be removed from both here and the unmanaged definition of this structure. | ||
169 | [StructLayout(LayoutKind.Sequential)] | ||
170 | public struct ConfigurationParameters | ||
171 | { | ||
172 | public float defaultFriction; | ||
173 | public float defaultDensity; | ||
174 | public float defaultRestitution; | ||
175 | public float collisionMargin; | ||
176 | public float gravity; | ||
177 | |||
178 | public float XlinearDamping; | ||
179 | public float XangularDamping; | ||
180 | public float XdeactivationTime; | ||
181 | public float XlinearSleepingThreshold; | ||
182 | public float XangularSleepingThreshold; | ||
183 | public float XccdMotionThreshold; | ||
184 | public float XccdSweptSphereRadius; | ||
185 | public float XcontactProcessingThreshold; | ||
186 | |||
187 | public float XterrainImplementation; | ||
188 | public float XterrainFriction; | ||
189 | public float XterrainHitFraction; | ||
190 | public float XterrainRestitution; | ||
191 | public float XterrainCollisionMargin; | ||
192 | |||
193 | public float XavatarFriction; | ||
194 | public float XavatarStandingFriction; | ||
195 | public float XavatarDensity; | ||
196 | public float XavatarRestitution; | ||
197 | public float XavatarCapsuleWidth; | ||
198 | public float XavatarCapsuleDepth; | ||
199 | public float XavatarCapsuleHeight; | ||
200 | public float XavatarContactProcessingThreshold; | ||
201 | |||
202 | public float XvehicleAngularDamping; | ||
203 | |||
204 | public float maxPersistantManifoldPoolSize; | ||
205 | public float maxCollisionAlgorithmPoolSize; | ||
206 | public float shouldDisableContactPoolDynamicAllocation; | ||
207 | public float shouldForceUpdateAllAabbs; | ||
208 | public float shouldRandomizeSolverOrder; | ||
209 | public float shouldSplitSimulationIslands; | ||
210 | public float shouldEnableFrictionCaching; | ||
211 | public float numberOfSolverIterations; | ||
212 | |||
213 | public float XlinksetImplementation; | ||
214 | public float XlinkConstraintUseFrameOffset; | ||
215 | public float XlinkConstraintEnableTransMotor; | ||
216 | public float XlinkConstraintTransMotorMaxVel; | ||
217 | public float XlinkConstraintTransMotorMaxForce; | ||
218 | public float XlinkConstraintERP; | ||
219 | public float XlinkConstraintCFM; | ||
220 | public float XlinkConstraintSolverIterations; | ||
221 | |||
222 | public float physicsLoggingFrames; | ||
223 | |||
224 | public const float numericTrue = 1f; | ||
225 | public const float numericFalse = 0f; | ||
226 | } | ||
227 | |||
228 | |||
229 | // The states a bullet collision object can have | ||
230 | |||
231 | public enum ActivationState : uint | ||
232 | { | ||
233 | UNDEFINED = 0, | ||
234 | ACTIVE_TAG = 1, | ||
235 | ISLAND_SLEEPING = 2, | ||
236 | WANTS_DEACTIVATION = 3, | ||
237 | DISABLE_DEACTIVATION = 4, | ||
238 | DISABLE_SIMULATION = 5, | ||
239 | } | ||
240 | |||
241 | public enum CollisionObjectTypes : int | ||
242 | { | ||
243 | CO_COLLISION_OBJECT = 1 << 0, | ||
244 | CO_RIGID_BODY = 1 << 1, | ||
245 | CO_GHOST_OBJECT = 1 << 2, | ||
246 | CO_SOFT_BODY = 1 << 3, | ||
247 | CO_HF_FLUID = 1 << 4, | ||
248 | CO_USER_TYPE = 1 << 5, | ||
249 | } | ||
250 | |||
251 | // Values used by Bullet and BulletSim to control object properties. | ||
252 | // Bullet's "CollisionFlags" has more to do with operations on the | ||
253 | // object (if collisions happen, if gravity effects it, ...). | ||
254 | [Flags] | ||
255 | public enum CollisionFlags : uint | ||
256 | { | ||
257 | CF_STATIC_OBJECT = 1 << 0, | ||
258 | CF_KINEMATIC_OBJECT = 1 << 1, | ||
259 | CF_NO_CONTACT_RESPONSE = 1 << 2, | ||
260 | CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3, | ||
261 | CF_CHARACTER_OBJECT = 1 << 4, | ||
262 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, | ||
263 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | ||
264 | // Following used by BulletSim to control collisions and updates | ||
265 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, | ||
266 | BS_FLOATS_ON_WATER = 1 << 11, | ||
267 | BS_VEHICLE_COLLISIONS = 1 << 12, | ||
268 | BS_NONE = 0, | ||
269 | BS_ALL = 0xFFFFFFFF, | ||
270 | |||
271 | // These are the collision flags switched depending on physical state. | ||
272 | // The other flags are used for other things and should not be fooled with. | ||
273 | BS_ACTIVE = CF_STATIC_OBJECT | ||
274 | | CF_KINEMATIC_OBJECT | ||
275 | | CF_NO_CONTACT_RESPONSE | ||
276 | }; | ||
277 | |||
278 | // Values for collisions groups and masks | ||
279 | public enum CollisionFilterGroups : uint | ||
280 | { | ||
281 | // Don't use the bit definitions!! Define the use in a | ||
282 | // filter/mask definition below. This way collision interactions | ||
283 | // are more easily debugged. | ||
284 | BNoneGroup = 0, | ||
285 | BDefaultGroup = 1 << 0, | ||
286 | BStaticGroup = 1 << 1, | ||
287 | BKinematicGroup = 1 << 2, | ||
288 | BDebrisGroup = 1 << 3, | ||
289 | BSensorTrigger = 1 << 4, | ||
290 | BCharacterGroup = 1 << 5, | ||
291 | BAllGroup = 0xFFFFFFFF, | ||
292 | // Filter groups defined by BulletSim | ||
293 | BGroundPlaneGroup = 1 << 10, | ||
294 | BTerrainGroup = 1 << 11, | ||
295 | BRaycastGroup = 1 << 12, | ||
296 | BSolidGroup = 1 << 13, | ||
297 | // BLinksetGroup = xx // a linkset proper is either static or dynamic | ||
298 | BLinksetChildGroup = 1 << 14, | ||
299 | // The collsion filters and masked are defined in one place -- don't want them scattered | ||
300 | AvatarGroup = BCharacterGroup, | ||
301 | AvatarMask = BAllGroup, | ||
302 | ObjectGroup = BSolidGroup, | ||
303 | ObjectMask = BAllGroup, | ||
304 | StaticObjectGroup = BStaticGroup, | ||
305 | StaticObjectMask = AvatarGroup | ObjectGroup, // static things don't interact with much | ||
306 | LinksetGroup = BLinksetChildGroup, | ||
307 | LinksetMask = BAllGroup & ~BLinksetChildGroup, // linkset objects don't collide with each other | ||
308 | VolumeDetectGroup = BSensorTrigger, | ||
309 | VolumeDetectMask = ~BSensorTrigger, | ||
310 | TerrainGroup = BTerrainGroup, | ||
311 | TerrainMask = BAllGroup & ~BStaticGroup, // static objects on the ground don't collide | ||
312 | GroundPlaneGroup = BGroundPlaneGroup, | ||
313 | GroundPlaneMask = BAllGroup | ||
314 | |||
315 | }; | ||
316 | |||
317 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | ||
318 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | ||
319 | public enum ConstraintParams : int | ||
320 | { | ||
321 | BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730 | ||
322 | BT_CONSTRAINT_STOP_ERP, | ||
323 | BT_CONSTRAINT_CFM, | ||
324 | BT_CONSTRAINT_STOP_CFM, | ||
325 | }; | ||
326 | public enum ConstraintParamAxis : int | ||
327 | { | ||
328 | AXIS_LINEAR_X = 0, | ||
329 | AXIS_LINEAR_Y, | ||
330 | AXIS_LINEAR_Z, | ||
331 | AXIS_ANGULAR_X, | ||
332 | AXIS_ANGULAR_Y, | ||
333 | AXIS_ANGULAR_Z, | ||
334 | AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls | ||
335 | AXIS_ANGULAR_ALL, | ||
336 | AXIS_ALL | ||
337 | }; | ||
338 | |||
339 | // =============================================================================== | ||
340 | static class BulletSimAPI { | ||
341 | private static int m_collisionsThisFrame; | ||
342 | public delegate void DebugLogCallback(string msg); | ||
343 | /// <summary> | ||
344 | /// | ||
345 | /// </summary> | ||
346 | /// <param name="p"></param> | ||
347 | /// <param name="p_2"></param> | ||
348 | internal static bool RemoveObjectFromWorld2(object pWorld, object pBody) | ||
349 | { | ||
350 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
351 | RigidBody body = pBody as RigidBody; | ||
352 | world.RemoveRigidBody(body); | ||
353 | return true; | ||
354 | } | ||
355 | |||
356 | internal static void SetRestitution2(object pBody, float pRestitution) | ||
357 | { | ||
358 | RigidBody body = pBody as RigidBody; | ||
359 | body.SetRestitution(pRestitution); | ||
360 | } | ||
361 | |||
362 | internal static void SetMargin2(object pShape, float pMargin) | ||
363 | { | ||
364 | CollisionShape shape = pShape as CollisionShape; | ||
365 | shape.SetMargin(pMargin); | ||
366 | } | ||
367 | |||
368 | internal static void SetLocalScaling2(object pShape, Vector3 pScale) | ||
369 | { | ||
370 | CollisionShape shape = pShape as CollisionShape; | ||
371 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
372 | shape.SetLocalScaling(ref vec); | ||
373 | |||
374 | } | ||
375 | |||
376 | internal static void SetContactProcessingThreshold2(object pBody, float contactprocessingthreshold) | ||
377 | { | ||
378 | RigidBody body = pBody as RigidBody; | ||
379 | body.SetContactProcessingThreshold(contactprocessingthreshold); | ||
380 | } | ||
381 | |||
382 | internal static void SetCcdMotionThreshold2(object pBody, float pccdMotionThreashold) | ||
383 | { | ||
384 | RigidBody body = pBody as RigidBody; | ||
385 | body.SetCcdMotionThreshold(pccdMotionThreashold); | ||
386 | } | ||
387 | |||
388 | internal static void SetCcdSweptSphereRadius2(object pBody, float pCcdSweptSphereRadius) | ||
389 | { | ||
390 | RigidBody body = pBody as RigidBody; | ||
391 | body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); | ||
392 | } | ||
393 | |||
394 | internal static void SetAngularFactorV2(object pBody, Vector3 pAngularFactor) | ||
395 | { | ||
396 | RigidBody body = pBody as RigidBody; | ||
397 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); | ||
398 | } | ||
399 | |||
400 | internal static CollisionFlags AddToCollisionFlags2(object pBody, CollisionFlags pcollisionFlags) | ||
401 | { | ||
402 | CollisionObject body = pBody as CollisionObject; | ||
403 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
404 | existingcollisionFlags |= pcollisionFlags; | ||
405 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
406 | return (CollisionFlags) (uint) existingcollisionFlags; | ||
407 | } | ||
408 | |||
409 | internal static void AddObjectToWorld2(object pWorld, object pBody) | ||
410 | { | ||
411 | RigidBody body = pBody as RigidBody; | ||
412 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
413 | //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) | ||
414 | |||
415 | world.AddRigidBody(body); | ||
416 | |||
417 | //if (body.GetBroadphaseHandle() != null) | ||
418 | // world.UpdateSingleAabb(body); | ||
419 | } | ||
420 | |||
421 | internal static void AddObjectToWorld2(object pWorld, object pBody, Vector3 _position, Quaternion _orientation) | ||
422 | { | ||
423 | RigidBody body = pBody as RigidBody; | ||
424 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
425 | //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) | ||
426 | |||
427 | world.AddRigidBody(body); | ||
428 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
429 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
430 | _orientation.W); | ||
431 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
432 | mat._origin = vposition; | ||
433 | body.SetWorldTransform(mat); | ||
434 | //if (body.GetBroadphaseHandle() != null) | ||
435 | // world.UpdateSingleAabb(body); | ||
436 | } | ||
437 | |||
438 | internal static void ForceActivationState2(object pBody, ActivationState pActivationState) | ||
439 | { | ||
440 | CollisionObject body = pBody as CollisionObject; | ||
441 | body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); | ||
442 | } | ||
443 | |||
444 | internal static void UpdateSingleAabb2(object pWorld, object pBody) | ||
445 | { | ||
446 | CollisionObject body = pBody as CollisionObject; | ||
447 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
448 | world.UpdateSingleAabb(body); | ||
449 | } | ||
450 | |||
451 | internal static bool SetCollisionGroupMask2(object pBody, uint pGroup, uint pMask) | ||
452 | { | ||
453 | RigidBody body = pBody as RigidBody; | ||
454 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
455 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
456 | if ((uint) body.GetBroadphaseHandle().m_collisionFilterGroup == 0) | ||
457 | return false; | ||
458 | return true; | ||
459 | } | ||
460 | |||
461 | internal static void ClearAllForces2(object pBody) | ||
462 | { | ||
463 | CollisionObject body = pBody as CollisionObject; | ||
464 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); | ||
465 | body.SetInterpolationLinearVelocity(ref zeroVector); | ||
466 | body.SetInterpolationAngularVelocity(ref zeroVector); | ||
467 | IndexedMatrix bodytransform = body.GetWorldTransform(); | ||
468 | |||
469 | body.SetInterpolationWorldTransform(ref bodytransform); | ||
470 | |||
471 | if (body is RigidBody) | ||
472 | { | ||
473 | RigidBody rigidbody = body as RigidBody; | ||
474 | rigidbody.SetLinearVelocity(zeroVector); | ||
475 | rigidbody.SetAngularVelocity(zeroVector); | ||
476 | rigidbody.ClearForces(); | ||
477 | } | ||
478 | } | ||
479 | |||
480 | internal static void SetInterpolationAngularVelocity2(object pBody, Vector3 pVector3) | ||
481 | { | ||
482 | RigidBody body = pBody as RigidBody; | ||
483 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
484 | body.SetInterpolationAngularVelocity(ref vec); | ||
485 | } | ||
486 | |||
487 | internal static void SetAngularVelocity2(object pBody, Vector3 pVector3) | ||
488 | { | ||
489 | RigidBody body = pBody as RigidBody; | ||
490 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
491 | body.SetAngularVelocity(ref vec); | ||
492 | } | ||
493 | |||
494 | internal static void ClearForces2(object pBody) | ||
495 | { | ||
496 | RigidBody body = pBody as RigidBody; | ||
497 | body.ClearForces(); | ||
498 | } | ||
499 | |||
500 | internal static void SetTranslation2(object pBody, Vector3 _position, Quaternion _orientation) | ||
501 | { | ||
502 | RigidBody body = pBody as RigidBody; | ||
503 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
504 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
505 | _orientation.W); | ||
506 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
507 | mat._origin = vposition; | ||
508 | body.SetWorldTransform(mat); | ||
509 | |||
510 | } | ||
511 | |||
512 | internal static Vector3 GetPosition2(object pBody) | ||
513 | { | ||
514 | RigidBody body = pBody as RigidBody; | ||
515 | IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin; | ||
516 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
517 | } | ||
518 | |||
519 | internal static Vector3 CalculateLocalInertia2(object pShape, float pphysMass) | ||
520 | { | ||
521 | CollisionShape shape = pShape as CollisionShape; | ||
522 | IndexedVector3 inertia = IndexedVector3.Zero; | ||
523 | shape.CalculateLocalInertia(pphysMass, out inertia); | ||
524 | return new Vector3(inertia.X, inertia.Y, inertia.Z); | ||
525 | } | ||
526 | |||
527 | internal static void SetMassProps2(object pBody, float pphysMass, Vector3 plocalInertia) | ||
528 | { | ||
529 | RigidBody body = pBody as RigidBody; | ||
530 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); | ||
531 | body.SetMassProps(pphysMass, inertia); | ||
532 | } | ||
533 | |||
534 | |||
535 | internal static void SetObjectForce2(object pBody, Vector3 _force) | ||
536 | { | ||
537 | RigidBody body = pBody as RigidBody; | ||
538 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); | ||
539 | body.SetTotalForce(ref force); | ||
540 | } | ||
541 | |||
542 | internal static void SetFriction2(object pBody, float _currentFriction) | ||
543 | { | ||
544 | RigidBody body = pBody as RigidBody; | ||
545 | body.SetFriction(_currentFriction); | ||
546 | } | ||
547 | |||
548 | internal static void SetLinearVelocity2(object pBody, Vector3 _velocity) | ||
549 | { | ||
550 | RigidBody body = pBody as RigidBody; | ||
551 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); | ||
552 | body.SetLinearVelocity(velocity); | ||
553 | } | ||
554 | |||
555 | internal static void Activate2(object pBody, bool pforceactivation) | ||
556 | { | ||
557 | RigidBody body = pBody as RigidBody; | ||
558 | body.Activate(pforceactivation); | ||
559 | |||
560 | } | ||
561 | |||
562 | internal static Quaternion GetOrientation2(object pBody) | ||
563 | { | ||
564 | RigidBody body = pBody as RigidBody; | ||
565 | IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation(); | ||
566 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); | ||
567 | } | ||
568 | |||
569 | internal static CollisionFlags RemoveFromCollisionFlags2(object pBody, CollisionFlags pcollisionFlags) | ||
570 | { | ||
571 | RigidBody body = pBody as RigidBody; | ||
572 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
573 | existingcollisionFlags &= ~pcollisionFlags; | ||
574 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
575 | return (CollisionFlags)(uint)existingcollisionFlags; | ||
576 | } | ||
577 | |||
578 | internal static void SetGravity2(object pBody, Vector3 pGravity) | ||
579 | { | ||
580 | RigidBody body = pBody as RigidBody; | ||
581 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); | ||
582 | body.SetGravity(gravity); | ||
583 | } | ||
584 | |||
585 | internal static bool DestroyConstraint2(object pBody, object pConstraint) | ||
586 | { | ||
587 | RigidBody body = pBody as RigidBody; | ||
588 | TypedConstraint constraint = pConstraint as TypedConstraint; | ||
589 | body.RemoveConstraintRef(constraint); | ||
590 | return true; | ||
591 | } | ||
592 | |||
593 | internal static bool SetLinearLimits2(object pConstraint, Vector3 low, Vector3 high) | ||
594 | { | ||
595 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
596 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
597 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
598 | constraint.SetLinearLowerLimit(lowlimit); | ||
599 | constraint.SetLinearUpperLimit(highlimit); | ||
600 | return true; | ||
601 | } | ||
602 | |||
603 | internal static bool SetAngularLimits2(object pConstraint, Vector3 low, Vector3 high) | ||
604 | { | ||
605 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
606 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
607 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
608 | constraint.SetAngularLowerLimit(lowlimit); | ||
609 | constraint.SetAngularUpperLimit(highlimit); | ||
610 | return true; | ||
611 | } | ||
612 | |||
613 | internal static void SetConstraintNumSolverIterations2(object pConstraint, float cnt) | ||
614 | { | ||
615 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
616 | constraint.SetOverrideNumSolverIterations((int)cnt); | ||
617 | } | ||
618 | |||
619 | internal static void CalculateTransforms2(object pConstraint) | ||
620 | { | ||
621 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
622 | constraint.CalculateTransforms(); | ||
623 | } | ||
624 | |||
625 | internal static void SetConstraintEnable2(object pConstraint, float p_2) | ||
626 | { | ||
627 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
628 | constraint.SetEnabled((p_2 == 0) ? false : true); | ||
629 | } | ||
630 | |||
631 | |||
632 | //BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,frame1, frame1rot,frame2, frame2rot,useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
633 | internal static object Create6DofConstraint2(object pWorld, object pBody1, object pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
634 | |||
635 | { | ||
636 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
637 | RigidBody body1 = pBody1 as RigidBody; | ||
638 | RigidBody body2 = pBody2 as RigidBody; | ||
639 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
640 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
641 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
642 | frame1._origin = frame1v; | ||
643 | |||
644 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
645 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
646 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
647 | frame2._origin = frame1v; | ||
648 | |||
649 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, | ||
650 | puseLinearReferenceFrameA); | ||
651 | consttr.CalculateTransforms(); | ||
652 | world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); | ||
653 | |||
654 | return consttr; | ||
655 | } | ||
656 | |||
657 | |||
658 | /// <summary> | ||
659 | /// | ||
660 | /// </summary> | ||
661 | /// <param name="pWorld"></param> | ||
662 | /// <param name="pBody1"></param> | ||
663 | /// <param name="pBody2"></param> | ||
664 | /// <param name="pjoinPoint"></param> | ||
665 | /// <param name="puseLinearReferenceFrameA"></param> | ||
666 | /// <param name="pdisableCollisionsBetweenLinkedBodies"></param> | ||
667 | /// <returns></returns> | ||
668 | internal static object Create6DofConstraintToPoint2(object pWorld, object pBody1, object pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
669 | { | ||
670 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
671 | RigidBody body1 = pBody1 as RigidBody; | ||
672 | RigidBody body2 = pBody2 as RigidBody; | ||
673 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
674 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
675 | |||
676 | IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
677 | IndexedMatrix mat = IndexedMatrix.Identity; | ||
678 | mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
679 | frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint; | ||
680 | frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint; | ||
681 | |||
682 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); | ||
683 | consttr.CalculateTransforms(); | ||
684 | world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies); | ||
685 | |||
686 | return consttr; | ||
687 | } | ||
688 | //SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | ||
689 | internal static void SetFrames2(object pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) | ||
690 | { | ||
691 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
692 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
693 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
694 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
695 | frame1._origin = frame1v; | ||
696 | |||
697 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
698 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
699 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
700 | frame2._origin = frame1v; | ||
701 | constraint.SetFrames(ref frame1, ref frame2); | ||
702 | } | ||
703 | |||
704 | |||
705 | |||
706 | |||
707 | internal static bool IsInWorld2(object pWorld, object pShapeObj) | ||
708 | { | ||
709 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
710 | CollisionObject shape = pShapeObj as CollisionObject; | ||
711 | return world.IsInWorld(shape); | ||
712 | } | ||
713 | |||
714 | internal static void SetInterpolationLinearVelocity2(object pBody, Vector3 VehicleVelocity) | ||
715 | { | ||
716 | RigidBody body = pBody as RigidBody; | ||
717 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); | ||
718 | body.SetInterpolationLinearVelocity(ref velocity); | ||
719 | } | ||
720 | |||
721 | internal static bool UseFrameOffset2(object pConstraint, float onOff) | ||
722 | { | ||
723 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
724 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); | ||
725 | return true; | ||
726 | } | ||
727 | //SetBreakingImpulseThreshold2(m_constraint.ptr, threshold); | ||
728 | internal static bool SetBreakingImpulseThreshold2(object pConstraint, float threshold) | ||
729 | { | ||
730 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
731 | constraint.SetBreakingImpulseThreshold(threshold); | ||
732 | return true; | ||
733 | } | ||
734 | //BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | ||
735 | internal static void SetAngularDamping2(object pBody, float angularDamping) | ||
736 | { | ||
737 | RigidBody body = pBody as RigidBody; | ||
738 | float lineardamping = body.GetLinearDamping(); | ||
739 | body.SetDamping(lineardamping, angularDamping); | ||
740 | |||
741 | } | ||
742 | |||
743 | internal static void UpdateInertiaTensor2(object pBody) | ||
744 | { | ||
745 | RigidBody body = pBody as RigidBody; | ||
746 | body.UpdateInertiaTensor(); | ||
747 | } | ||
748 | |||
749 | internal static void RecalculateCompoundShapeLocalAabb2( object pCompoundShape) | ||
750 | { | ||
751 | |||
752 | CompoundShape shape = pCompoundShape as CompoundShape; | ||
753 | shape.RecalculateLocalAabb(); | ||
754 | } | ||
755 | |||
756 | //BulletSimAPI.GetCollisionFlags2(PhysBody.ptr) | ||
757 | internal static CollisionFlags GetCollisionFlags2(object pBody) | ||
758 | { | ||
759 | RigidBody body = pBody as RigidBody; | ||
760 | uint flags = (uint)body.GetCollisionFlags(); | ||
761 | return (CollisionFlags) flags; | ||
762 | } | ||
763 | |||
764 | internal static void SetDamping2(object pBody, float pLinear, float pAngular) | ||
765 | { | ||
766 | RigidBody body = pBody as RigidBody; | ||
767 | body.SetDamping(pLinear, pAngular); | ||
768 | } | ||
769 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); | ||
770 | internal static void SetDeactivationTime2(object pBody, float pDeactivationTime) | ||
771 | { | ||
772 | RigidBody body = pBody as RigidBody; | ||
773 | body.SetDeactivationTime(pDeactivationTime); | ||
774 | } | ||
775 | //SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | ||
776 | internal static void SetSleepingThresholds2(object pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) | ||
777 | { | ||
778 | RigidBody body = pBody as RigidBody; | ||
779 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); | ||
780 | } | ||
781 | |||
782 | internal static CollisionObjectTypes GetBodyType2(object pBody) | ||
783 | { | ||
784 | RigidBody body = pBody as RigidBody; | ||
785 | return (CollisionObjectTypes)(int) body.GetInternalType(); | ||
786 | } | ||
787 | |||
788 | //BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); | ||
789 | internal static void ApplyCentralForce2(object pBody, Vector3 pfSum) | ||
790 | { | ||
791 | RigidBody body = pBody as RigidBody; | ||
792 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
793 | body.ApplyCentralForce(ref fSum); | ||
794 | } | ||
795 | internal static void ApplyCentralImpulse2(object pBody, Vector3 pfSum) | ||
796 | { | ||
797 | RigidBody body = pBody as RigidBody; | ||
798 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
799 | body.ApplyCentralImpulse(ref fSum); | ||
800 | } | ||
801 | internal static void ApplyTorque2(object pBody, Vector3 pfSum) | ||
802 | { | ||
803 | RigidBody body = pBody as RigidBody; | ||
804 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
805 | body.ApplyTorque(ref fSum); | ||
806 | } | ||
807 | internal static void ApplyTorqueImpulse2(object pBody, Vector3 pfSum) | ||
808 | { | ||
809 | RigidBody body = pBody as RigidBody; | ||
810 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
811 | body.ApplyTorqueImpulse(ref fSum); | ||
812 | } | ||
813 | |||
814 | internal static void DumpRigidBody2(object p, object p_2) | ||
815 | { | ||
816 | //TODO: | ||
817 | } | ||
818 | |||
819 | internal static void DumpCollisionShape2(object p, object p_2) | ||
820 | { | ||
821 | //TODO: | ||
822 | } | ||
823 | |||
824 | internal static void DestroyObject2(object p, object p_2) | ||
825 | { | ||
826 | //TODO: | ||
827 | } | ||
828 | |||
829 | internal static void Shutdown2(object pWorld) | ||
830 | { | ||
831 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
832 | world.Cleanup(); | ||
833 | } | ||
834 | |||
835 | internal static void DeleteCollisionShape2(object p, object p_2) | ||
836 | { | ||
837 | //TODO: | ||
838 | } | ||
839 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
840 | |||
841 | internal static object CreateBodyFromShape2(object pWorld, object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
842 | { | ||
843 | CollisionWorld world = pWorld as CollisionWorld; | ||
844 | IndexedMatrix mat = | ||
845 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
846 | pRawOrientation.Z, pRawOrientation.W)); | ||
847 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
848 | CollisionShape shape = pShape as CollisionShape; | ||
849 | //UpdateSingleAabb2(world, shape); | ||
850 | // TODO: Feed Update array into null | ||
851 | RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero); | ||
852 | |||
853 | body.SetUserPointer(pLocalID); | ||
854 | return body; | ||
855 | } | ||
856 | |||
857 | |||
858 | internal static object CreateBodyWithDefaultMotionState2( object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
859 | { | ||
860 | |||
861 | IndexedMatrix mat = | ||
862 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
863 | pRawOrientation.Z, pRawOrientation.W)); | ||
864 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
865 | |||
866 | CollisionShape shape = pShape as CollisionShape; | ||
867 | |||
868 | // TODO: Feed Update array into null | ||
869 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); | ||
870 | body.SetWorldTransform(mat); | ||
871 | body.SetUserPointer(pLocalID); | ||
872 | return body; | ||
873 | } | ||
874 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
875 | internal static void SetCollisionFlags2(object pBody, CollisionFlags collisionFlags) | ||
876 | { | ||
877 | RigidBody body = pBody as RigidBody; | ||
878 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); | ||
879 | } | ||
880 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
881 | internal static void SetHitFraction2(object pBody, float pHitFraction) | ||
882 | { | ||
883 | RigidBody body = pBody as RigidBody; | ||
884 | body.SetHitFraction(pHitFraction); | ||
885 | } | ||
886 | //BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); | ||
887 | internal static object BuildCapsuleShape2(object pWorld, float pRadius, float pHeight, Vector3 pScale) | ||
888 | { | ||
889 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
890 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
891 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); | ||
892 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
893 | capsuleShapeZ.SetLocalScaling(ref scale); | ||
894 | |||
895 | return capsuleShapeZ; | ||
896 | } | ||
897 | |||
898 | public static object Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, object mDebugLogCallbackHandle) | ||
899 | { | ||
900 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | ||
901 | |||
902 | p.angularDamping = o[0].XangularDamping; | ||
903 | p.defaultFriction = o[0].defaultFriction; | ||
904 | p.defaultFriction = o[0].defaultFriction; | ||
905 | p.defaultDensity = o[0].defaultDensity; | ||
906 | p.defaultRestitution = o[0].defaultRestitution; | ||
907 | p.collisionMargin = o[0].collisionMargin; | ||
908 | p.gravity = o[0].gravity; | ||
909 | |||
910 | p.linearDamping = o[0].XlinearDamping; | ||
911 | p.angularDamping = o[0].XangularDamping; | ||
912 | p.deactivationTime = o[0].XdeactivationTime; | ||
913 | p.linearSleepingThreshold = o[0].XlinearSleepingThreshold; | ||
914 | p.angularSleepingThreshold = o[0].XangularSleepingThreshold; | ||
915 | p.ccdMotionThreshold = o[0].XccdMotionThreshold; | ||
916 | p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius; | ||
917 | p.contactProcessingThreshold = o[0].XcontactProcessingThreshold; | ||
918 | |||
919 | p.terrainImplementation = o[0].XterrainImplementation; | ||
920 | p.terrainFriction = o[0].XterrainFriction; | ||
921 | |||
922 | p.terrainHitFraction = o[0].XterrainHitFraction; | ||
923 | p.terrainRestitution = o[0].XterrainRestitution; | ||
924 | p.terrainCollisionMargin = o[0].XterrainCollisionMargin; | ||
925 | |||
926 | p.avatarFriction = o[0].XavatarFriction; | ||
927 | p.avatarStandingFriction = o[0].XavatarStandingFriction; | ||
928 | p.avatarDensity = o[0].XavatarDensity; | ||
929 | p.avatarRestitution = o[0].XavatarRestitution; | ||
930 | p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth; | ||
931 | p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth; | ||
932 | p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight; | ||
933 | p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold; | ||
934 | |||
935 | p.vehicleAngularDamping = o[0].XvehicleAngularDamping; | ||
936 | |||
937 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | ||
938 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | ||
939 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; | ||
940 | p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs; | ||
941 | p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder; | ||
942 | p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands; | ||
943 | p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; | ||
944 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; | ||
945 | |||
946 | p.linksetImplementation = o[0].XlinksetImplementation; | ||
947 | p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset; | ||
948 | p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor; | ||
949 | p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel; | ||
950 | p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce; | ||
951 | p.linkConstraintERP = o[0].XlinkConstraintERP; | ||
952 | p.linkConstraintCFM = o[0].XlinkConstraintCFM; | ||
953 | p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations; | ||
954 | p.physicsLoggingFrames = o[0].physicsLoggingFrames; | ||
955 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | ||
956 | |||
957 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | ||
958 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); | ||
959 | |||
960 | |||
961 | if (p.maxPersistantManifoldPoolSize > 0) | ||
962 | cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize; | ||
963 | if (p.shouldDisableContactPoolDynamicAllocation !=0) | ||
964 | m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION); | ||
965 | //if (p.maxCollisionAlgorithmPoolSize >0 ) | ||
966 | |||
967 | DbvtBroadphase m_broadphase = new DbvtBroadphase(); | ||
968 | //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0); | ||
969 | //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256); | ||
970 | |||
971 | //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true); | ||
972 | m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback()); | ||
973 | |||
974 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); | ||
975 | |||
976 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); | ||
977 | world.UpdatedObjects = updateArray; | ||
978 | world.UpdatedCollisions = collisionArray; | ||
979 | world.WorldSettings.Params = p; | ||
980 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); | ||
981 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; | ||
982 | if (p.shouldRandomizeSolverOrder != 0) | ||
983 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER; | ||
984 | |||
985 | world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0); | ||
986 | //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port | ||
987 | |||
988 | if (p.shouldEnableFrictionCaching != 0) | ||
989 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING; | ||
990 | |||
991 | if (p.numberOfSolverIterations > 0) | ||
992 | world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations; | ||
993 | |||
994 | |||
995 | world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping; | ||
996 | world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution; | ||
997 | world.GetSolverInfo().m_globalCfm = 0.0f; | ||
998 | world.GetSolverInfo().m_tau = 0.6f; | ||
999 | world.GetSolverInfo().m_friction = 0.3f; | ||
1000 | world.GetSolverInfo().m_maxErrorReduction = 20f; | ||
1001 | world.GetSolverInfo().m_numIterations = 10; | ||
1002 | world.GetSolverInfo().m_erp = 0.2f; | ||
1003 | world.GetSolverInfo().m_erp2 = 0.1f; | ||
1004 | world.GetSolverInfo().m_sor = 1.0f; | ||
1005 | world.GetSolverInfo().m_splitImpulse = false; | ||
1006 | world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f; | ||
1007 | world.GetSolverInfo().m_linearSlop = 0.0f; | ||
1008 | world.GetSolverInfo().m_warmstartingFactor = 0.85f; | ||
1009 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; | ||
1010 | world.SetForceUpdateAllAabbs(true); | ||
1011 | |||
1012 | |||
1013 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); | ||
1014 | |||
1015 | return world; | ||
1016 | } | ||
1017 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL | ||
1018 | internal static bool SetConstraintParam2(object pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) | ||
1019 | { | ||
1020 | Generic6DofConstraint constrain = pConstraint as Generic6DofConstraint; | ||
1021 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1022 | { | ||
1023 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); | ||
1024 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1); | ||
1025 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2); | ||
1026 | } | ||
1027 | if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1028 | { | ||
1029 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3); | ||
1030 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4); | ||
1031 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5); | ||
1032 | } | ||
1033 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL) | ||
1034 | { | ||
1035 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis); | ||
1036 | } | ||
1037 | return true; | ||
1038 | } | ||
1039 | |||
1040 | internal static bool PushUpdate2(object pCollisionObject) | ||
1041 | { | ||
1042 | bool ret = false; | ||
1043 | RigidBody rb = pCollisionObject as RigidBody; | ||
1044 | if (rb != null) | ||
1045 | { | ||
1046 | SimMotionState sms = rb.GetMotionState() as SimMotionState; | ||
1047 | if (sms != null) | ||
1048 | { | ||
1049 | IndexedMatrix wt = IndexedMatrix.Identity; | ||
1050 | sms.GetWorldTransform(out wt); | ||
1051 | sms.SetWorldTransform(ref wt, true); | ||
1052 | ret = true; | ||
1053 | } | ||
1054 | } | ||
1055 | return ret; | ||
1056 | |||
1057 | } | ||
1058 | |||
1059 | internal static bool IsCompound2(object pShape) | ||
1060 | { | ||
1061 | CollisionShape shape = pShape as CollisionShape; | ||
1062 | return shape.IsCompound(); | ||
1063 | } | ||
1064 | internal static bool IsPloyhedral2(object pShape) | ||
1065 | { | ||
1066 | CollisionShape shape = pShape as CollisionShape; | ||
1067 | return shape.IsPolyhedral(); | ||
1068 | } | ||
1069 | internal static bool IsConvex2d2(object pShape) | ||
1070 | { | ||
1071 | CollisionShape shape = pShape as CollisionShape; | ||
1072 | return shape.IsConvex2d(); | ||
1073 | } | ||
1074 | internal static bool IsConvex2(object pShape) | ||
1075 | { | ||
1076 | CollisionShape shape = pShape as CollisionShape; | ||
1077 | return shape.IsConvex(); | ||
1078 | } | ||
1079 | internal static bool IsNonMoving2(object pShape) | ||
1080 | { | ||
1081 | CollisionShape shape = pShape as CollisionShape; | ||
1082 | return shape.IsNonMoving(); | ||
1083 | } | ||
1084 | internal static bool IsConcave2(object pShape) | ||
1085 | { | ||
1086 | CollisionShape shape = pShape as CollisionShape; | ||
1087 | return shape.IsConcave(); | ||
1088 | } | ||
1089 | internal static bool IsInfinite2(object pShape) | ||
1090 | { | ||
1091 | CollisionShape shape = pShape as CollisionShape; | ||
1092 | return shape.IsInfinite(); | ||
1093 | } | ||
1094 | internal static bool IsNativeShape2(object pShape) | ||
1095 | { | ||
1096 | CollisionShape shape = pShape as CollisionShape; | ||
1097 | bool ret; | ||
1098 | switch (shape.GetShapeType()) | ||
1099 | { | ||
1100 | case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: | ||
1101 | case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: | ||
1102 | case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: | ||
1103 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: | ||
1104 | ret = true; | ||
1105 | break; | ||
1106 | default: | ||
1107 | ret = false; | ||
1108 | break; | ||
1109 | } | ||
1110 | return ret; | ||
1111 | } | ||
1112 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation | ||
1113 | internal static object CreateGhostFromShape2(object pWorld, object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
1114 | { | ||
1115 | IndexedMatrix bodyTransform = new IndexedMatrix(); | ||
1116 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
1117 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); | ||
1118 | GhostObject gObj = new PairCachingGhostObject(); | ||
1119 | gObj.SetWorldTransform(bodyTransform); | ||
1120 | CollisionShape shape = pShape as CollisionShape; | ||
1121 | gObj.SetCollisionShape(shape); | ||
1122 | gObj.SetUserPointer(pLocalID); | ||
1123 | // TODO: Add to Special CollisionObjects! | ||
1124 | return gObj; | ||
1125 | } | ||
1126 | |||
1127 | public static void SetCollisionShape2(object pWorld, object pObj, object pShape) | ||
1128 | { | ||
1129 | var world = pWorld as DiscreteDynamicsWorld; | ||
1130 | var obj = pObj as CollisionObject; | ||
1131 | var shape = pShape as CollisionShape; | ||
1132 | obj.SetCollisionShape(shape); | ||
1133 | |||
1134 | } | ||
1135 | //(PhysicsScene.World.ptr, nativeShapeData) | ||
1136 | internal static object BuildNativeShape2(object pWorld, ShapeData pShapeData) | ||
1137 | { | ||
1138 | var world = pWorld as DiscreteDynamicsWorld; | ||
1139 | CollisionShape shape = null; | ||
1140 | switch (pShapeData.Type) | ||
1141 | { | ||
1142 | case BSPhysicsShapeType.SHAPE_BOX: | ||
1143 | shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f)); | ||
1144 | break; | ||
1145 | case BSPhysicsShapeType.SHAPE_CONE: | ||
1146 | shape = new ConeShapeZ(0.5f, 1.0f); | ||
1147 | break; | ||
1148 | case BSPhysicsShapeType.SHAPE_CYLINDER: | ||
1149 | shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f)); | ||
1150 | break; | ||
1151 | case BSPhysicsShapeType.SHAPE_SPHERE: | ||
1152 | shape = new SphereShape(0.5f); | ||
1153 | break; | ||
1154 | |||
1155 | } | ||
1156 | if (shape != null) | ||
1157 | { | ||
1158 | IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z); | ||
1159 | shape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1160 | shape.SetLocalScaling(ref scaling); | ||
1161 | |||
1162 | } | ||
1163 | return shape; | ||
1164 | } | ||
1165 | //PhysicsScene.World.ptr, false | ||
1166 | internal static object CreateCompoundShape2(object pWorld, bool enableDynamicAabbTree) | ||
1167 | { | ||
1168 | return new CompoundShape(enableDynamicAabbTree); | ||
1169 | } | ||
1170 | |||
1171 | internal static int GetNumberOfCompoundChildren2(object pCompoundShape) | ||
1172 | { | ||
1173 | var compoundshape = pCompoundShape as CompoundShape; | ||
1174 | return compoundshape.GetNumChildShapes(); | ||
1175 | } | ||
1176 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot | ||
1177 | internal static void AddChildShapeToCompoundShape2(object pCShape, object paddShape, Vector3 displacementPos, Quaternion displacementRot) | ||
1178 | { | ||
1179 | IndexedMatrix relativeTransform = new IndexedMatrix(); | ||
1180 | var compoundshape = pCShape as CompoundShape; | ||
1181 | var addshape = paddShape as CollisionShape; | ||
1182 | |||
1183 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); | ||
1184 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); | ||
1185 | compoundshape.AddChildShape(ref relativeTransform, addshape); | ||
1186 | |||
1187 | } | ||
1188 | |||
1189 | internal static object RemoveChildShapeFromCompoundShapeIndex2(object pCShape, int pii) | ||
1190 | { | ||
1191 | var compoundshape = pCShape as CompoundShape; | ||
1192 | CollisionShape ret = null; | ||
1193 | ret = compoundshape.GetChildShape(pii); | ||
1194 | compoundshape.RemoveChildShapeByIndex(pii); | ||
1195 | return ret; | ||
1196 | } | ||
1197 | |||
1198 | internal static object CreateGroundPlaneShape2(uint pLocalId, float pheight, float pcollisionMargin) | ||
1199 | { | ||
1200 | StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight ); | ||
1201 | m_planeshape.SetMargin(pcollisionMargin); | ||
1202 | m_planeshape.SetUserPointer(pLocalId); | ||
1203 | return m_planeshape; | ||
1204 | } | ||
1205 | |||
1206 | internal static object CreateHingeConstraint2(object pWorld, object pBody1, object ppBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
1207 | { | ||
1208 | HingeConstraint constrain = null; | ||
1209 | var rb1 = pBody1 as RigidBody; | ||
1210 | var rb2 = ppBody2 as RigidBody; | ||
1211 | if (rb1 != null && rb2 != null) | ||
1212 | { | ||
1213 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | ||
1214 | IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); | ||
1215 | IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); | ||
1216 | IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); | ||
1217 | var world = pWorld as DiscreteDynamicsWorld; | ||
1218 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1219 | } | ||
1220 | return constrain; | ||
1221 | } | ||
1222 | |||
1223 | internal static bool ReleaseHeightMapInfo2(object pMapInfo) | ||
1224 | { | ||
1225 | if (pMapInfo != null) | ||
1226 | { | ||
1227 | BulletHeightMapInfo mapinfo = pMapInfo as BulletHeightMapInfo; | ||
1228 | if (mapinfo.heightMap != null) | ||
1229 | mapinfo.heightMap = null; | ||
1230 | |||
1231 | |||
1232 | } | ||
1233 | return true; | ||
1234 | } | ||
1235 | |||
1236 | internal static object CreateHullShape2(object pWorld, int pHullCount, float[] pConvHulls) | ||
1237 | { | ||
1238 | CompoundShape compoundshape = new CompoundShape(false); | ||
1239 | var world = pWorld as DiscreteDynamicsWorld; | ||
1240 | |||
1241 | |||
1242 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1243 | int ii = 1; | ||
1244 | |||
1245 | for (int i = 0; i < pHullCount; i++) | ||
1246 | { | ||
1247 | int vertexCount = (int) pConvHulls[ii]; | ||
1248 | |||
1249 | IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]); | ||
1250 | IndexedMatrix childTrans = IndexedMatrix.Identity; | ||
1251 | childTrans._origin = centroid; | ||
1252 | |||
1253 | List<IndexedVector3> virts = new List<IndexedVector3>(); | ||
1254 | int ender = ((ii + 4) + (vertexCount*3)); | ||
1255 | for (int iii = ii + 4; iii < ender; iii+=3) | ||
1256 | { | ||
1257 | |||
1258 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); | ||
1259 | } | ||
1260 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); | ||
1261 | convexShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1262 | compoundshape.AddChildShape(ref childTrans, convexShape); | ||
1263 | ii += (vertexCount*3 + 4); | ||
1264 | } | ||
1265 | |||
1266 | |||
1267 | return compoundshape; | ||
1268 | } | ||
1269 | |||
1270 | internal static object CreateMeshShape2(object pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
1271 | { | ||
1272 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); | ||
1273 | |||
1274 | for (int iter = 0; iter < pVerticesCount; iter++) | ||
1275 | { | ||
1276 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; | ||
1277 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; | ||
1278 | } | ||
1279 | |||
1280 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | ||
1281 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | ||
1282 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | ||
1283 | var world = pWorld as DiscreteDynamicsWorld; | ||
1284 | IndexedMesh mesh = new IndexedMesh(); | ||
1285 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1286 | mesh.m_numTriangles = pIndicesCount/3; | ||
1287 | mesh.m_numVertices = pVerticesCount; | ||
1288 | mesh.m_triangleIndexBase = indicesarr; | ||
1289 | mesh.m_vertexBase = vertices; | ||
1290 | mesh.m_vertexStride = 3; | ||
1291 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1292 | mesh.m_triangleIndexStride = 3; | ||
1293 | |||
1294 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1295 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1296 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); | ||
1297 | meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1298 | // world.UpdateSingleAabb(meshShape); | ||
1299 | return meshShape; | ||
1300 | |||
1301 | } | ||
1302 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | ||
1303 | { | ||
1304 | |||
1305 | String fileName = "objTest3.raw"; | ||
1306 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1307 | StreamWriter sw = new StreamWriter(completePath); | ||
1308 | IndexedMesh mesh = new IndexedMesh(); | ||
1309 | |||
1310 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1311 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1312 | mesh.m_numVertices = pVerticesCount; | ||
1313 | mesh.m_triangleIndexBase = indices; | ||
1314 | mesh.m_vertexBase = vertices; | ||
1315 | mesh.m_vertexStride = 3; | ||
1316 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1317 | mesh.m_triangleIndexStride = 3; | ||
1318 | |||
1319 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1320 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1321 | |||
1322 | |||
1323 | |||
1324 | for (int i = 0; i < pVerticesCount; i++) | ||
1325 | { | ||
1326 | |||
1327 | string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1328 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1329 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1330 | |||
1331 | sw.Write(s + "\n"); | ||
1332 | } | ||
1333 | |||
1334 | sw.Close(); | ||
1335 | } | ||
1336 | public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount) | ||
1337 | { | ||
1338 | |||
1339 | String fileName = "objTest6.raw"; | ||
1340 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1341 | StreamWriter sw = new StreamWriter(completePath); | ||
1342 | IndexedMesh mesh = new IndexedMesh(); | ||
1343 | |||
1344 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1345 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1346 | mesh.m_numVertices = pVerticesCount; | ||
1347 | mesh.m_triangleIndexBase = indices; | ||
1348 | mesh.m_vertexBase = vertices; | ||
1349 | mesh.m_vertexStride = 3; | ||
1350 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1351 | mesh.m_triangleIndexStride = 3; | ||
1352 | |||
1353 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1354 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1355 | |||
1356 | |||
1357 | sw.WriteLine("Indices"); | ||
1358 | sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount)); | ||
1359 | for (int iter = 0; iter < indices.Length; iter++) | ||
1360 | { | ||
1361 | sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter])); | ||
1362 | } | ||
1363 | sw.WriteLine("VerticesFloats"); | ||
1364 | sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount)); | ||
1365 | for (int iter = 0; iter < vertices.Length; iter++) | ||
1366 | { | ||
1367 | sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000"))); | ||
1368 | } | ||
1369 | |||
1370 | // for (int i = 0; i < pVerticesCount; i++) | ||
1371 | // { | ||
1372 | // | ||
1373 | // string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1374 | // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1375 | // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1376 | // | ||
1377 | // sw.Write(s + "\n"); | ||
1378 | //} | ||
1379 | |||
1380 | sw.Close(); | ||
1381 | } | ||
1382 | //PhysicsScene.World.ptr, m_mapInfo.ID, m_mapInfo.minCoords, m_mapInfo.maxCoords, m_mapInfo.heightMap, PhysicsScene.Params.terrainCollisionMargin | ||
1383 | internal static object CreateHeightMapInfo2(object pWorld, uint pId, Vector3 pminCoords, Vector3 pmaxCoords, float[] pheightMap, float pCollisionMargin) | ||
1384 | { | ||
1385 | BulletHeightMapInfo mapInfo = new BulletHeightMapInfo(pId, pheightMap, null); | ||
1386 | mapInfo.heightMap = null; | ||
1387 | mapInfo.minCoords = pminCoords; | ||
1388 | mapInfo.maxCoords = pmaxCoords; | ||
1389 | mapInfo.sizeX = (int) (pmaxCoords.X - pminCoords.X); | ||
1390 | mapInfo.sizeY = (int) (pmaxCoords.Y - pminCoords.Y); | ||
1391 | mapInfo.ID = pId; | ||
1392 | mapInfo.minZ = pminCoords.Z; | ||
1393 | mapInfo.maxZ = pmaxCoords.Z; | ||
1394 | mapInfo.collisionMargin = pCollisionMargin; | ||
1395 | if (mapInfo.minZ == mapInfo.maxZ) | ||
1396 | mapInfo.minZ -= 0.2f; | ||
1397 | mapInfo.heightMap = pheightMap; | ||
1398 | |||
1399 | return mapInfo; | ||
1400 | |||
1401 | } | ||
1402 | |||
1403 | internal static object CreateTerrainShape2(object pMapInfo) | ||
1404 | { | ||
1405 | BulletHeightMapInfo mapinfo = pMapInfo as BulletHeightMapInfo; | ||
1406 | const int upAxis = 2; | ||
1407 | const float scaleFactor = 1.0f; | ||
1408 | HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)mapinfo.sizeX, (int)mapinfo.sizeY, | ||
1409 | mapinfo.heightMap, scaleFactor, | ||
1410 | mapinfo.minZ, mapinfo.maxZ, upAxis, | ||
1411 | false); | ||
1412 | terrainShape.SetMargin(mapinfo.collisionMargin + 0.5f); | ||
1413 | terrainShape.SetUseDiamondSubdivision(true); | ||
1414 | terrainShape.SetUserPointer(mapinfo.ID); | ||
1415 | return terrainShape; | ||
1416 | } | ||
1417 | |||
1418 | internal static bool TranslationalLimitMotor2(object pConstraint, float ponOff, float targetVelocity, float maxMotorForce) | ||
1419 | { | ||
1420 | TypedConstraint tconstrain = pConstraint as TypedConstraint; | ||
1421 | bool onOff = ponOff != 0; | ||
1422 | bool ret = false; | ||
1423 | |||
1424 | switch (tconstrain.GetConstraintType()) | ||
1425 | { | ||
1426 | case TypedConstraintType.D6_CONSTRAINT_TYPE: | ||
1427 | Generic6DofConstraint constrain = pConstraint as Generic6DofConstraint; | ||
1428 | constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff; | ||
1429 | constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity; | ||
1430 | constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce; | ||
1431 | ret = true; | ||
1432 | break; | ||
1433 | } | ||
1434 | |||
1435 | |||
1436 | return ret; | ||
1437 | |||
1438 | } | ||
1439 | |||
1440 | internal static int PhysicsStep2(object 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) | ||
1441 | { | ||
1442 | int epic = PhysicsStepint2(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, | ||
1443 | out collidersCount, out colliders); | ||
1444 | return epic; | ||
1445 | } | ||
1446 | |||
1447 | private static int PhysicsStepint2(object 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) | ||
1448 | { | ||
1449 | int numSimSteps = 0; | ||
1450 | |||
1451 | |||
1452 | //if (updatedEntities is null) | ||
1453 | // updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1454 | |||
1455 | //if (colliders is null) | ||
1456 | // colliders = new List<BulletXNA.CollisionDesc>(); | ||
1457 | |||
1458 | |||
1459 | if (pWorld is DiscreteDynamicsWorld) | ||
1460 | { | ||
1461 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
1462 | |||
1463 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); | ||
1464 | int updates = 0; | ||
1465 | |||
1466 | updatedEntityCount = world.UpdatedObjects.Count; | ||
1467 | updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects); | ||
1468 | updatedEntityCount = updatedEntities.Count; | ||
1469 | world.UpdatedObjects.Clear(); | ||
1470 | |||
1471 | |||
1472 | collidersCount = world.UpdatedCollisions.Count; | ||
1473 | colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions); | ||
1474 | |||
1475 | world.UpdatedCollisions.Clear(); | ||
1476 | m_collisionsThisFrame = 0; | ||
1477 | int numManifolds = world.GetDispatcher().GetNumManifolds(); | ||
1478 | for (int j = 0; j < numManifolds; j++) | ||
1479 | { | ||
1480 | PersistentManifold contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j); | ||
1481 | int numContacts = contactManifold.GetNumContacts(); | ||
1482 | if (numContacts == 0) | ||
1483 | continue; | ||
1484 | |||
1485 | CollisionObject objA = contactManifold.GetBody0() as CollisionObject; | ||
1486 | CollisionObject objB = contactManifold.GetBody1() as CollisionObject; | ||
1487 | |||
1488 | ManifoldPoint manifoldPoint = contactManifold.GetContactPoint(0); | ||
1489 | IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB(); | ||
1490 | IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A | ||
1491 | |||
1492 | RecordCollision(world, objA, objB, contactPoint, contactNormal); | ||
1493 | m_collisionsThisFrame ++; | ||
1494 | if (m_collisionsThisFrame >= 9999999) | ||
1495 | break; | ||
1496 | |||
1497 | |||
1498 | } | ||
1499 | |||
1500 | |||
1501 | } | ||
1502 | else | ||
1503 | { | ||
1504 | //if (updatedEntities is null) | ||
1505 | updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1506 | updatedEntityCount = 0; | ||
1507 | //if (colliders is null) | ||
1508 | colliders = new List<BulletXNA.CollisionDesc>(); | ||
1509 | collidersCount = 0; | ||
1510 | } | ||
1511 | return numSimSteps; | ||
1512 | } | ||
1513 | |||
1514 | private static void RecordCollision(CollisionWorld world,CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm) | ||
1515 | { | ||
1516 | |||
1517 | IndexedVector3 contactNormal = norm; | ||
1518 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && | ||
1519 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) | ||
1520 | { | ||
1521 | return; | ||
1522 | } | ||
1523 | uint idA = (uint)objA.GetUserPointer(); | ||
1524 | uint idB = (uint)objB.GetUserPointer(); | ||
1525 | if (idA > idB) | ||
1526 | { | ||
1527 | uint temp = idA; | ||
1528 | idA = idB; | ||
1529 | idB = temp; | ||
1530 | contactNormal = -contactNormal; | ||
1531 | } | ||
1532 | |||
1533 | ulong collisionID = ((ulong) idA << 32) | idB; | ||
1534 | |||
1535 | BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc() | ||
1536 | { | ||
1537 | aID = idA, | ||
1538 | bID = idB, | ||
1539 | point = contact, | ||
1540 | normal = contactNormal | ||
1541 | }; | ||
1542 | world.UpdatedCollisions.Add(cDesc); | ||
1543 | m_collisionsThisFrame++; | ||
1544 | |||
1545 | |||
1546 | } | ||
1547 | private static EntityProperties GetDebugProperties(object pWorld, object pBody) | ||
1548 | { | ||
1549 | EntityProperties ent = new EntityProperties(); | ||
1550 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
1551 | RigidBody body = pBody as RigidBody; | ||
1552 | IndexedMatrix transform = body.GetWorldTransform(); | ||
1553 | IndexedVector3 LinearVelocity = body.GetInterpolationLinearVelocity(); | ||
1554 | IndexedVector3 AngularVelocity = body.GetInterpolationAngularVelocity(); | ||
1555 | IndexedQuaternion rotation = transform.GetRotation(); | ||
1556 | ent.Acceleration = Vector3.Zero; | ||
1557 | ent.ID = (uint)body.GetUserPointer(); | ||
1558 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); | ||
1559 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); | ||
1560 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); | ||
1561 | ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z); | ||
1562 | return ent; | ||
1563 | |||
1564 | |||
1565 | } | ||
1566 | |||
1567 | |||
1568 | internal static Vector3 GetLocalScaling2(object pBody) | ||
1569 | { | ||
1570 | CollisionShape shape = pBody as CollisionShape; | ||
1571 | IndexedVector3 scale = shape.GetLocalScaling(); | ||
1572 | return new Vector3(scale.X,scale.Y,scale.Z); | ||
1573 | } | ||
1574 | |||
1575 | internal static bool RayCastGround(object pWorld, Vector3 _RayOrigin, float pRayHeight, object NotMe) | ||
1576 | { | ||
1577 | DynamicsWorld world = pWorld as DynamicsWorld; | ||
1578 | if (world != null) | ||
1579 | { | ||
1580 | if (NotMe is CollisionObject || NotMe is RigidBody) | ||
1581 | { | ||
1582 | CollisionObject AvoidBody = NotMe as CollisionObject; | ||
1583 | |||
1584 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | ||
1585 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | ||
1586 | using ( | ||
1587 | ClosestNotMeRayResultCallback rayCallback = new ClosestNotMeRayResultCallback(rOrigin, | ||
1588 | rEnd, AvoidBody) | ||
1589 | ) | ||
1590 | { | ||
1591 | world.RayTest(ref rOrigin, ref rEnd, rayCallback); | ||
1592 | if (rayCallback.HasHit()) | ||
1593 | { | ||
1594 | IndexedVector3 hitLocation = rayCallback.m_hitPointWorld; | ||
1595 | |||
1596 | } | ||
1597 | return rayCallback.HasHit(); | ||
1598 | } | ||
1599 | } | ||
1600 | } | ||
1601 | return false; | ||
1602 | } | ||
1603 | } | ||
1604 | } | ||