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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 1959 |
1 files changed, 1959 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs new file mode 100755 index 0000000..49b1730 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
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1 | /* | ||
2 | * Copyright (c) Contributors, http://opensimulator.org/ | ||
3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. | ||
4 | * | ||
5 | * Redistribution and use in source and binary forms, with or without | ||
6 | * modification, are permitted provided that the following conditions are met: | ||
7 | * * Redistributions of source code must retain the above copyright | ||
8 | * notice, this list of conditions and the following disclaimer. | ||
9 | * * Redistributions in binary form must reproduce the above copyrightD | ||
10 | * notice, this list of conditions and the following disclaimer in the | ||
11 | * documentation and/or other materials provided with the distribution. | ||
12 | * * Neither the name of the OpenSimulator Project nor the | ||
13 | * names of its contributors may be used to endorse or promote products | ||
14 | * derived from this software without specific prior written permission. | ||
15 | * | ||
16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY | ||
17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | ||
18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | ||
19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY | ||
20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | ||
21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | ||
22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | ||
23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | ||
24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS | ||
25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | ||
26 | */ | ||
27 | using System; | ||
28 | using System.Collections.Generic; | ||
29 | using System.IO; | ||
30 | using System.Text; | ||
31 | |||
32 | using OpenSim.Framework; | ||
33 | |||
34 | using OpenMetaverse; | ||
35 | |||
36 | using BulletXNA; | ||
37 | using BulletXNA.LinearMath; | ||
38 | using BulletXNA.BulletCollision; | ||
39 | using BulletXNA.BulletDynamics; | ||
40 | using BulletXNA.BulletCollision.CollisionDispatch; | ||
41 | |||
42 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
43 | { | ||
44 | public sealed class BSAPIXNA : BSAPITemplate | ||
45 | { | ||
46 | private sealed class BulletWorldXNA : BulletWorld | ||
47 | { | ||
48 | public DiscreteDynamicsWorld world; | ||
49 | public BulletWorldXNA(uint id, BSScene physScene, DiscreteDynamicsWorld xx) | ||
50 | : base(id, physScene) | ||
51 | { | ||
52 | world = xx; | ||
53 | } | ||
54 | } | ||
55 | |||
56 | private sealed class BulletBodyXNA : BulletBody | ||
57 | { | ||
58 | public CollisionObject body; | ||
59 | public RigidBody rigidBody { get { return RigidBody.Upcast(body); } } | ||
60 | |||
61 | public BulletBodyXNA(uint id, CollisionObject xx) | ||
62 | : base(id) | ||
63 | { | ||
64 | body = xx; | ||
65 | } | ||
66 | public override bool HasPhysicalBody | ||
67 | { | ||
68 | get { return body != null; } | ||
69 | } | ||
70 | public override void Clear() | ||
71 | { | ||
72 | body = null; | ||
73 | } | ||
74 | public override string AddrString | ||
75 | { | ||
76 | get { return "XNARigidBody"; } | ||
77 | } | ||
78 | } | ||
79 | |||
80 | private sealed class BulletShapeXNA : BulletShape | ||
81 | { | ||
82 | public CollisionShape shape; | ||
83 | public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) | ||
84 | : base() | ||
85 | { | ||
86 | shape = xx; | ||
87 | type = typ; | ||
88 | } | ||
89 | public override bool HasPhysicalShape | ||
90 | { | ||
91 | get { return shape != null; } | ||
92 | } | ||
93 | public override void Clear() | ||
94 | { | ||
95 | shape = null; | ||
96 | } | ||
97 | public override BulletShape Clone() | ||
98 | { | ||
99 | return new BulletShapeXNA(shape, type); | ||
100 | } | ||
101 | public override bool ReferenceSame(BulletShape other) | ||
102 | { | ||
103 | BulletShapeXNA otheru = other as BulletShapeXNA; | ||
104 | return (otheru != null) && (this.shape == otheru.shape); | ||
105 | |||
106 | } | ||
107 | public override string AddrString | ||
108 | { | ||
109 | get { return "XNACollisionShape"; } | ||
110 | } | ||
111 | } | ||
112 | private sealed class BulletConstraintXNA : BulletConstraint | ||
113 | { | ||
114 | public TypedConstraint constrain; | ||
115 | public BulletConstraintXNA(TypedConstraint xx) : base() | ||
116 | { | ||
117 | constrain = xx; | ||
118 | } | ||
119 | |||
120 | public override void Clear() | ||
121 | { | ||
122 | constrain = null; | ||
123 | } | ||
124 | public override bool HasPhysicalConstraint { get { return constrain != null; } } | ||
125 | |||
126 | // Used for log messages for a unique display of the memory/object allocated to this instance | ||
127 | public override string AddrString | ||
128 | { | ||
129 | get { return "XNAConstraint"; } | ||
130 | } | ||
131 | } | ||
132 | internal int m_maxCollisions; | ||
133 | internal CollisionDesc[] m_collisionArray; | ||
134 | |||
135 | internal int m_maxUpdatesPerFrame; | ||
136 | internal EntityProperties[] m_updateArray; | ||
137 | |||
138 | private static int m_collisionsThisFrame; | ||
139 | private BSScene PhysicsScene { get; set; } | ||
140 | |||
141 | public override string BulletEngineName { get { return "BulletXNA"; } } | ||
142 | public override string BulletEngineVersion { get; protected set; } | ||
143 | |||
144 | public BSAPIXNA(string paramName, BSScene physScene) | ||
145 | { | ||
146 | PhysicsScene = physScene; | ||
147 | } | ||
148 | |||
149 | /// <summary> | ||
150 | /// | ||
151 | /// </summary> | ||
152 | /// <param name="p"></param> | ||
153 | /// <param name="p_2"></param> | ||
154 | public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody) | ||
155 | { | ||
156 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
157 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
158 | world.RemoveRigidBody(body); | ||
159 | return true; | ||
160 | } | ||
161 | |||
162 | public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects) | ||
163 | { | ||
164 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
165 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; | ||
166 | world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); | ||
167 | |||
168 | return true; | ||
169 | |||
170 | } | ||
171 | |||
172 | public override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint) | ||
173 | { | ||
174 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
175 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; | ||
176 | world.RemoveConstraint(constraint); | ||
177 | return true; | ||
178 | } | ||
179 | |||
180 | public override void SetRestitution(BulletBody pCollisionObject, float pRestitution) | ||
181 | { | ||
182 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
183 | collisionObject.SetRestitution(pRestitution); | ||
184 | } | ||
185 | |||
186 | public override int GetShapeType(BulletShape pShape) | ||
187 | { | ||
188 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
189 | return (int)shape.GetShapeType(); | ||
190 | } | ||
191 | public override void SetMargin(BulletShape pShape, float pMargin) | ||
192 | { | ||
193 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
194 | shape.SetMargin(pMargin); | ||
195 | } | ||
196 | |||
197 | public override float GetMargin(BulletShape pShape) | ||
198 | { | ||
199 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
200 | return shape.GetMargin(); | ||
201 | } | ||
202 | |||
203 | public override void SetLocalScaling(BulletShape pShape, Vector3 pScale) | ||
204 | { | ||
205 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
206 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
207 | shape.SetLocalScaling(ref vec); | ||
208 | |||
209 | } | ||
210 | |||
211 | public override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold) | ||
212 | { | ||
213 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
214 | collisionObject.SetContactProcessingThreshold(contactprocessingthreshold); | ||
215 | } | ||
216 | |||
217 | public override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold) | ||
218 | { | ||
219 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
220 | collisionObject.SetCcdMotionThreshold(pccdMotionThreashold); | ||
221 | } | ||
222 | |||
223 | public override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius) | ||
224 | { | ||
225 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
226 | collisionObject.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); | ||
227 | } | ||
228 | |||
229 | public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor) | ||
230 | { | ||
231 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
232 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); | ||
233 | } | ||
234 | |||
235 | public override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) | ||
236 | { | ||
237 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
238 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); | ||
239 | existingcollisionFlags |= pcollisionFlags; | ||
240 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
241 | return (CollisionFlags) (uint) existingcollisionFlags; | ||
242 | } | ||
243 | |||
244 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) | ||
245 | { | ||
246 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
247 | CollisionObject cbody = (pBody as BulletBodyXNA).body; | ||
248 | RigidBody rbody = cbody as RigidBody; | ||
249 | |||
250 | // Bullet resets several variables when an object is added to the world. In particular, | ||
251 | // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic | ||
252 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
253 | IndexedMatrix origPos = cbody.GetWorldTransform(); | ||
254 | if (rbody != null) | ||
255 | { | ||
256 | IndexedVector3 origGrav = rbody.GetGravity(); | ||
257 | world.AddRigidBody(rbody); | ||
258 | rbody.SetGravity(origGrav); | ||
259 | } | ||
260 | else | ||
261 | { | ||
262 | world.AddCollisionObject(rbody); | ||
263 | } | ||
264 | cbody.SetWorldTransform(origPos); | ||
265 | |||
266 | pBody.ApplyCollisionMask(pWorld.physicsScene); | ||
267 | |||
268 | //if (body.GetBroadphaseHandle() != null) | ||
269 | // world.UpdateSingleAabb(body); | ||
270 | return true; | ||
271 | } | ||
272 | |||
273 | public override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState) | ||
274 | { | ||
275 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
276 | collisionObject.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); | ||
277 | } | ||
278 | |||
279 | public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject) | ||
280 | { | ||
281 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
282 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
283 | world.UpdateSingleAabb(collisionObject); | ||
284 | } | ||
285 | |||
286 | public override void UpdateAabbs(BulletWorld pWorld) { | ||
287 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
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 | } | ||
300 | |||
301 | public override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask) | ||
302 | { | ||
303 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
304 | collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
305 | collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
306 | if ((uint) collisionObject.GetBroadphaseHandle().m_collisionFilterGroup == 0) | ||
307 | return false; | ||
308 | return true; | ||
309 | } | ||
310 | |||
311 | public override void ClearAllForces(BulletBody pCollisionObject) | ||
312 | { | ||
313 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
314 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); | ||
315 | collisionObject.SetInterpolationLinearVelocity(ref zeroVector); | ||
316 | collisionObject.SetInterpolationAngularVelocity(ref zeroVector); | ||
317 | IndexedMatrix bodytransform = collisionObject.GetWorldTransform(); | ||
318 | |||
319 | collisionObject.SetInterpolationWorldTransform(ref bodytransform); | ||
320 | |||
321 | if (collisionObject is RigidBody) | ||
322 | { | ||
323 | RigidBody rigidbody = collisionObject as RigidBody; | ||
324 | rigidbody.SetLinearVelocity(zeroVector); | ||
325 | rigidbody.SetAngularVelocity(zeroVector); | ||
326 | rigidbody.ClearForces(); | ||
327 | } | ||
328 | } | ||
329 | |||
330 | public override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3) | ||
331 | { | ||
332 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
333 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
334 | collisionObject.SetInterpolationAngularVelocity(ref vec); | ||
335 | } | ||
336 | |||
337 | public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3) | ||
338 | { | ||
339 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
340 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
341 | body.SetAngularVelocity(ref vec); | ||
342 | } | ||
343 | public override Vector3 GetTotalForce(BulletBody pBody) | ||
344 | { | ||
345 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
346 | IndexedVector3 iv3 = body.GetTotalForce(); | ||
347 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
348 | } | ||
349 | public override Vector3 GetTotalTorque(BulletBody pBody) | ||
350 | { | ||
351 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
352 | IndexedVector3 iv3 = body.GetTotalTorque(); | ||
353 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
354 | } | ||
355 | public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody) | ||
356 | { | ||
357 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
358 | IndexedVector3 iv3 = body.GetInvInertiaDiagLocal(); | ||
359 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
360 | } | ||
361 | public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert) | ||
362 | { | ||
363 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
364 | IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z); | ||
365 | body.SetInvInertiaDiagLocal(ref iv3); | ||
366 | } | ||
367 | public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos) | ||
368 | { | ||
369 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
370 | IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z); | ||
371 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
372 | body.ApplyForce(ref forceiv3, ref posiv3); | ||
373 | } | ||
374 | public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos) | ||
375 | { | ||
376 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
377 | IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z); | ||
378 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
379 | body.ApplyImpulse(ref impiv3, ref posiv3); | ||
380 | } | ||
381 | |||
382 | public override void ClearForces(BulletBody pBody) | ||
383 | { | ||
384 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
385 | body.ClearForces(); | ||
386 | } | ||
387 | |||
388 | public override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation) | ||
389 | { | ||
390 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
391 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
392 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
393 | _orientation.W); | ||
394 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
395 | mat._origin = vposition; | ||
396 | collisionObject.SetWorldTransform(mat); | ||
397 | |||
398 | } | ||
399 | |||
400 | public override Vector3 GetPosition(BulletBody pCollisionObject) | ||
401 | { | ||
402 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
403 | IndexedVector3 pos = collisionObject.GetInterpolationWorldTransform()._origin; | ||
404 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
405 | } | ||
406 | |||
407 | public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass) | ||
408 | { | ||
409 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
410 | IndexedVector3 inertia = IndexedVector3.Zero; | ||
411 | shape.CalculateLocalInertia(pphysMass, out inertia); | ||
412 | return new Vector3(inertia.X, inertia.Y, inertia.Z); | ||
413 | } | ||
414 | |||
415 | public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia) | ||
416 | { | ||
417 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
418 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); | ||
419 | body.SetMassProps(pphysMass, inertia); | ||
420 | } | ||
421 | |||
422 | |||
423 | public override void SetObjectForce(BulletBody pBody, Vector3 _force) | ||
424 | { | ||
425 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
426 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); | ||
427 | body.SetTotalForce(ref force); | ||
428 | } | ||
429 | |||
430 | public override void SetFriction(BulletBody pCollisionObject, float _currentFriction) | ||
431 | { | ||
432 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
433 | collisionObject.SetFriction(_currentFriction); | ||
434 | } | ||
435 | |||
436 | public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity) | ||
437 | { | ||
438 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
439 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); | ||
440 | body.SetLinearVelocity(velocity); | ||
441 | } | ||
442 | |||
443 | public override void Activate(BulletBody pCollisionObject, bool pforceactivation) | ||
444 | { | ||
445 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
446 | collisionObject.Activate(pforceactivation); | ||
447 | |||
448 | } | ||
449 | |||
450 | public override Quaternion GetOrientation(BulletBody pCollisionObject) | ||
451 | { | ||
452 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
453 | IndexedQuaternion mat = collisionObject.GetInterpolationWorldTransform().GetRotation(); | ||
454 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); | ||
455 | } | ||
456 | |||
457 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) | ||
458 | { | ||
459 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
460 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); | ||
461 | existingcollisionFlags &= ~pcollisionFlags; | ||
462 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
463 | return (CollisionFlags)(uint)existingcollisionFlags; | ||
464 | } | ||
465 | |||
466 | public override float GetCcdMotionThreshold(BulletBody pCollisionObject) | ||
467 | { | ||
468 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
469 | return collisionObject.GetCcdSquareMotionThreshold(); | ||
470 | } | ||
471 | |||
472 | public override float GetCcdSweptSphereRadius(BulletBody pCollisionObject) | ||
473 | { | ||
474 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
475 | return collisionObject.GetCcdSweptSphereRadius(); | ||
476 | |||
477 | } | ||
478 | |||
479 | public override IntPtr GetUserPointer(BulletBody pCollisionObject) | ||
480 | { | ||
481 | CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; | ||
482 | return (IntPtr)shape.GetUserPointer(); | ||
483 | } | ||
484 | |||
485 | public override void SetUserPointer(BulletBody pCollisionObject, IntPtr val) | ||
486 | { | ||
487 | CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; | ||
488 | shape.SetUserPointer(val); | ||
489 | } | ||
490 | |||
491 | public override void SetGravity(BulletBody pBody, Vector3 pGravity) | ||
492 | { | ||
493 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
494 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); | ||
495 | body.SetGravity(gravity); | ||
496 | } | ||
497 | |||
498 | public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint) | ||
499 | { | ||
500 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
501 | TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; | ||
502 | world.RemoveConstraint(constraint); | ||
503 | return true; | ||
504 | } | ||
505 | |||
506 | public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | ||
507 | { | ||
508 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
509 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
510 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
511 | constraint.SetLinearLowerLimit(lowlimit); | ||
512 | constraint.SetLinearUpperLimit(highlimit); | ||
513 | return true; | ||
514 | } | ||
515 | |||
516 | public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | ||
517 | { | ||
518 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
519 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
520 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
521 | constraint.SetAngularLowerLimit(lowlimit); | ||
522 | constraint.SetAngularUpperLimit(highlimit); | ||
523 | return true; | ||
524 | } | ||
525 | |||
526 | public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt) | ||
527 | { | ||
528 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
529 | constraint.SetOverrideNumSolverIterations((int)cnt); | ||
530 | } | ||
531 | |||
532 | public override bool CalculateTransforms(BulletConstraint pConstraint) | ||
533 | { | ||
534 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
535 | constraint.CalculateTransforms(); | ||
536 | return true; | ||
537 | } | ||
538 | |||
539 | public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2) | ||
540 | { | ||
541 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
542 | constraint.SetEnabled((p_2 == 0) ? false : true); | ||
543 | } | ||
544 | |||
545 | |||
546 | //BulletSimAPI.Create6DofConstraint(m_world.ptr, m_body1.ptr, m_body2.ptr,frame1, frame1rot,frame2, frame2rot,useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
547 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
548 | |||
549 | { | ||
550 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
551 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
552 | RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
553 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
554 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
555 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
556 | frame1._origin = frame1v; | ||
557 | |||
558 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
559 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
560 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
561 | frame2._origin = frame1v; | ||
562 | |||
563 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, | ||
564 | puseLinearReferenceFrameA); | ||
565 | consttr.CalculateTransforms(); | ||
566 | world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); | ||
567 | |||
568 | return new BulletConstraintXNA(consttr); | ||
569 | } | ||
570 | |||
571 | |||
572 | /// <summary> | ||
573 | /// | ||
574 | /// </summary> | ||
575 | /// <param name="pWorld"></param> | ||
576 | /// <param name="pBody1"></param> | ||
577 | /// <param name="pBody2"></param> | ||
578 | /// <param name="pjoinPoint"></param> | ||
579 | /// <param name="puseLinearReferenceFrameA"></param> | ||
580 | /// <param name="pdisableCollisionsBetweenLinkedBodies"></param> | ||
581 | /// <returns></returns> | ||
582 | public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
583 | { | ||
584 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
585 | RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
586 | RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
587 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
588 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
589 | |||
590 | IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
591 | IndexedMatrix mat = IndexedMatrix.Identity; | ||
592 | mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
593 | frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint; | ||
594 | frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint; | ||
595 | |||
596 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); | ||
597 | consttr.CalculateTransforms(); | ||
598 | world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies); | ||
599 | |||
600 | return new BulletConstraintXNA(consttr); | ||
601 | } | ||
602 | //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | ||
603 | public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) | ||
604 | { | ||
605 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
606 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
607 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
608 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
609 | frame1._origin = frame1v; | ||
610 | |||
611 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
612 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
613 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
614 | frame2._origin = frame1v; | ||
615 | constraint.SetFrames(ref frame1, ref frame2); | ||
616 | return true; | ||
617 | } | ||
618 | |||
619 | public override Vector3 GetLinearVelocity(BulletBody pBody) | ||
620 | { | ||
621 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
622 | IndexedVector3 iv3 = body.GetLinearVelocity(); | ||
623 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
624 | } | ||
625 | public override Vector3 GetAngularVelocity(BulletBody pBody) | ||
626 | { | ||
627 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
628 | IndexedVector3 iv3 = body.GetAngularVelocity(); | ||
629 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
630 | } | ||
631 | public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos) | ||
632 | { | ||
633 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
634 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
635 | IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3); | ||
636 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
637 | } | ||
638 | public override void Translate(BulletBody pCollisionObject, Vector3 trans) | ||
639 | { | ||
640 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
641 | collisionObject.Translate(new IndexedVector3(trans.X,trans.Y,trans.Z)); | ||
642 | } | ||
643 | public override void UpdateDeactivation(BulletBody pBody, float timeStep) | ||
644 | { | ||
645 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
646 | body.UpdateDeactivation(timeStep); | ||
647 | } | ||
648 | |||
649 | public override bool WantsSleeping(BulletBody pBody) | ||
650 | { | ||
651 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
652 | return body.WantsSleeping(); | ||
653 | } | ||
654 | |||
655 | public override void SetAngularFactor(BulletBody pBody, float factor) | ||
656 | { | ||
657 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
658 | body.SetAngularFactor(factor); | ||
659 | } | ||
660 | |||
661 | public override Vector3 GetAngularFactor(BulletBody pBody) | ||
662 | { | ||
663 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
664 | IndexedVector3 iv3 = body.GetAngularFactor(); | ||
665 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
666 | } | ||
667 | |||
668 | public override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject) | ||
669 | { | ||
670 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
671 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
672 | return world.IsInWorld(collisionObject); | ||
673 | } | ||
674 | |||
675 | public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint) | ||
676 | { | ||
677 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
678 | TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; | ||
679 | body.AddConstraintRef(constrain); | ||
680 | } | ||
681 | |||
682 | public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint) | ||
683 | { | ||
684 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
685 | TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; | ||
686 | body.RemoveConstraintRef(constrain); | ||
687 | } | ||
688 | |||
689 | public override BulletConstraint GetConstraintRef(BulletBody pBody, int index) | ||
690 | { | ||
691 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
692 | return new BulletConstraintXNA(body.GetConstraintRef(index)); | ||
693 | } | ||
694 | |||
695 | public override int GetNumConstraintRefs(BulletBody pBody) | ||
696 | { | ||
697 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
698 | return body.GetNumConstraintRefs(); | ||
699 | } | ||
700 | |||
701 | public override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity) | ||
702 | { | ||
703 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
704 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); | ||
705 | collisionObject.SetInterpolationLinearVelocity(ref velocity); | ||
706 | } | ||
707 | |||
708 | public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff) | ||
709 | { | ||
710 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
711 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); | ||
712 | return true; | ||
713 | } | ||
714 | //SetBreakingImpulseThreshold(m_constraint.ptr, threshold); | ||
715 | public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold) | ||
716 | { | ||
717 | Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
718 | constraint.SetBreakingImpulseThreshold(threshold); | ||
719 | return true; | ||
720 | } | ||
721 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); | ||
722 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) | ||
723 | { | ||
724 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
725 | float lineardamping = body.GetLinearDamping(); | ||
726 | body.SetDamping(lineardamping, angularDamping); | ||
727 | |||
728 | } | ||
729 | |||
730 | public override void UpdateInertiaTensor(BulletBody pBody) | ||
731 | { | ||
732 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
733 | body.UpdateInertiaTensor(); | ||
734 | } | ||
735 | |||
736 | public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape) | ||
737 | { | ||
738 | CompoundShape shape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; | ||
739 | shape.RecalculateLocalAabb(); | ||
740 | } | ||
741 | |||
742 | //BulletSimAPI.GetCollisionFlags(PhysBody.ptr) | ||
743 | public override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject) | ||
744 | { | ||
745 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
746 | uint flags = (uint)collisionObject.GetCollisionFlags(); | ||
747 | return (CollisionFlags) flags; | ||
748 | } | ||
749 | |||
750 | public override void SetDamping(BulletBody pBody, float pLinear, float pAngular) | ||
751 | { | ||
752 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
753 | body.SetDamping(pLinear, pAngular); | ||
754 | } | ||
755 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); | ||
756 | public override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime) | ||
757 | { | ||
758 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
759 | collisionObject.SetDeactivationTime(pDeactivationTime); | ||
760 | } | ||
761 | //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | ||
762 | public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) | ||
763 | { | ||
764 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
765 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); | ||
766 | } | ||
767 | |||
768 | public override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject) | ||
769 | { | ||
770 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
771 | return (CollisionObjectTypes)(int) collisionObject.GetInternalType(); | ||
772 | } | ||
773 | |||
774 | public override void ApplyGravity(BulletBody pBody) | ||
775 | { | ||
776 | |||
777 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
778 | body.ApplyGravity(); | ||
779 | } | ||
780 | |||
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 | } | ||
787 | |||
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 | } | ||
794 | |||
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 | } | ||
806 | |||
807 | public override float GetLinearSleepingThreshold(BulletBody pBody) | ||
808 | { | ||
809 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
810 | return body.GetLinearSleepingThreshold(); | ||
811 | } | ||
812 | |||
813 | public override void ApplyDamping(BulletBody pBody, float timeStep) | ||
814 | { | ||
815 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
816 | body.ApplyDamping(timeStep); | ||
817 | } | ||
818 | |||
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 | } | ||
825 | |||
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 | } | ||
831 | |||
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 | } | ||
841 | |||
842 | //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum); | ||
843 | public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum) | ||
844 | { | ||
845 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
846 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
847 | body.ApplyCentralForce(ref fSum); | ||
848 | } | ||
849 | public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum) | ||
850 | { | ||
851 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
852 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
853 | body.ApplyCentralImpulse(ref fSum); | ||
854 | } | ||
855 | public override void ApplyTorque(BulletBody pBody, Vector3 pfSum) | ||
856 | { | ||
857 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
858 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
859 | body.ApplyTorque(ref fSum); | ||
860 | } | ||
861 | public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum) | ||
862 | { | ||
863 | RigidBody body = (pBody as BulletBodyXNA).rigidBody; | ||
864 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
865 | body.ApplyTorqueImpulse(ref fSum); | ||
866 | } | ||
867 | |||
868 | public override void DestroyObject(BulletWorld pWorld, BulletBody pBody) | ||
869 | { | ||
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 | |||
890 | } | ||
891 | |||
892 | public override void Shutdown(BulletWorld pWorld) | ||
893 | { | ||
894 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
895 | world.Cleanup(); | ||
896 | } | ||
897 | |||
898 | public override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id) | ||
899 | { | ||
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; | ||
906 | } | ||
907 | |||
908 | public override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape) | ||
909 | { | ||
910 | //TODO: | ||
911 | return false; | ||
912 | } | ||
913 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
914 | |||
915 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
916 | { | ||
917 | CollisionWorld world = (pWorld as BulletWorldXNA).world; | ||
918 | IndexedMatrix mat = | ||
919 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
920 | pRawOrientation.Z, pRawOrientation.W)); | ||
921 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
922 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
923 | //UpdateSingleAabb(world, shape); | ||
924 | // TODO: Feed Update array into null | ||
925 | SimMotionState motionState = new SimMotionState(world, pLocalID, mat, null); | ||
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 | */ | ||
949 | body.SetUserPointer(pLocalID); | ||
950 | |||
951 | return new BulletBodyXNA(pLocalID, body); | ||
952 | } | ||
953 | |||
954 | |||
955 | public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
956 | { | ||
957 | |||
958 | IndexedMatrix mat = | ||
959 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
960 | pRawOrientation.Z, pRawOrientation.W)); | ||
961 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
962 | |||
963 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
964 | |||
965 | // TODO: Feed Update array into null | ||
966 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); | ||
967 | body.SetWorldTransform(mat); | ||
968 | body.SetUserPointer(pLocalID); | ||
969 | return new BulletBodyXNA(pLocalID, body); | ||
970 | } | ||
971 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
972 | public override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags) | ||
973 | { | ||
974 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
975 | collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); | ||
976 | return (CollisionFlags)collisionObject.GetCollisionFlags(); | ||
977 | } | ||
978 | |||
979 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) | ||
980 | { | ||
981 | |||
982 | /* TODO */ | ||
983 | return Vector3.Zero; | ||
984 | } | ||
985 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } | ||
986 | public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; } | ||
987 | public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; } | ||
988 | public override bool IsStaticObject(BulletBody pCollisionObject) | ||
989 | { | ||
990 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
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 | } | ||
1009 | public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; } | ||
1010 | public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ } | ||
1011 | public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; } | ||
1012 | public override bool IsActive(BulletBody pBody) { /* TODO */ return false; } | ||
1013 | public override float GetRestitution(BulletBody pBody) { /* TODO */ return 0f; } | ||
1014 | public override float GetFriction(BulletBody pBody) { /* TODO */ return 0f; } | ||
1015 | public override void SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel) { /* TODO */ } | ||
1016 | public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; } | ||
1017 | |||
1018 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
1019 | public override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction) | ||
1020 | { | ||
1021 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1022 | collisionObject.SetHitFraction(pHitFraction); | ||
1023 | } | ||
1024 | //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale); | ||
1025 | public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale) | ||
1026 | { | ||
1027 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1028 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
1029 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); | ||
1030 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1031 | capsuleShapeZ.SetLocalScaling(ref scale); | ||
1032 | |||
1033 | return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE); ; | ||
1034 | } | ||
1035 | |||
1036 | public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | ||
1037 | int maxCollisions, ref CollisionDesc[] collisionArray, | ||
1038 | int maxUpdates, ref EntityProperties[] updateArray | ||
1039 | ) | ||
1040 | { | ||
1041 | |||
1042 | m_updateArray = updateArray; | ||
1043 | m_collisionArray = collisionArray; | ||
1044 | /* TODO */ | ||
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)); | ||
1053 | } | ||
1054 | |||
1055 | private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, | ||
1056 | ConfigurationParameters[] o, | ||
1057 | int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, | ||
1058 | int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, | ||
1059 | object mDebugLogCallbackHandle) | ||
1060 | { | ||
1061 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | ||
1062 | |||
1063 | p.angularDamping = o[0].XangularDamping; | ||
1064 | p.defaultFriction = o[0].defaultFriction; | ||
1065 | p.defaultFriction = o[0].defaultFriction; | ||
1066 | p.defaultDensity = o[0].defaultDensity; | ||
1067 | p.defaultRestitution = o[0].defaultRestitution; | ||
1068 | p.collisionMargin = o[0].collisionMargin; | ||
1069 | p.gravity = o[0].gravity; | ||
1070 | |||
1071 | p.linearDamping = o[0].XlinearDamping; | ||
1072 | p.angularDamping = o[0].XangularDamping; | ||
1073 | p.deactivationTime = o[0].XdeactivationTime; | ||
1074 | p.linearSleepingThreshold = o[0].XlinearSleepingThreshold; | ||
1075 | p.angularSleepingThreshold = o[0].XangularSleepingThreshold; | ||
1076 | p.ccdMotionThreshold = o[0].XccdMotionThreshold; | ||
1077 | p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius; | ||
1078 | p.contactProcessingThreshold = o[0].XcontactProcessingThreshold; | ||
1079 | |||
1080 | p.terrainImplementation = o[0].XterrainImplementation; | ||
1081 | p.terrainFriction = o[0].XterrainFriction; | ||
1082 | |||
1083 | p.terrainHitFraction = o[0].XterrainHitFraction; | ||
1084 | p.terrainRestitution = o[0].XterrainRestitution; | ||
1085 | p.terrainCollisionMargin = o[0].XterrainCollisionMargin; | ||
1086 | |||
1087 | p.avatarFriction = o[0].XavatarFriction; | ||
1088 | p.avatarStandingFriction = o[0].XavatarStandingFriction; | ||
1089 | p.avatarDensity = o[0].XavatarDensity; | ||
1090 | p.avatarRestitution = o[0].XavatarRestitution; | ||
1091 | p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth; | ||
1092 | p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth; | ||
1093 | p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight; | ||
1094 | p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold; | ||
1095 | |||
1096 | p.vehicleAngularDamping = o[0].XvehicleAngularDamping; | ||
1097 | |||
1098 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | ||
1099 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | ||
1100 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; | ||
1101 | p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs; | ||
1102 | p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder; | ||
1103 | p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands; | ||
1104 | p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; | ||
1105 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; | ||
1106 | |||
1107 | p.linksetImplementation = o[0].XlinksetImplementation; | ||
1108 | p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset; | ||
1109 | p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor; | ||
1110 | p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel; | ||
1111 | p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce; | ||
1112 | p.linkConstraintERP = o[0].XlinkConstraintERP; | ||
1113 | p.linkConstraintCFM = o[0].XlinkConstraintCFM; | ||
1114 | p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations; | ||
1115 | p.physicsLoggingFrames = o[0].XphysicsLoggingFrames; | ||
1116 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | ||
1117 | |||
1118 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | ||
1119 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); | ||
1120 | |||
1121 | |||
1122 | if (p.maxPersistantManifoldPoolSize > 0) | ||
1123 | cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize; | ||
1124 | if (p.shouldDisableContactPoolDynamicAllocation !=0) | ||
1125 | m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION); | ||
1126 | //if (p.maxCollisionAlgorithmPoolSize >0 ) | ||
1127 | |||
1128 | DbvtBroadphase m_broadphase = new DbvtBroadphase(); | ||
1129 | //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0); | ||
1130 | //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256); | ||
1131 | |||
1132 | //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true); | ||
1133 | m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback()); | ||
1134 | |||
1135 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); | ||
1136 | |||
1137 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); | ||
1138 | |||
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 | |||
1145 | world.WorldSettings.Params = p; | ||
1146 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); | ||
1147 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; | ||
1148 | if (p.shouldRandomizeSolverOrder != 0) | ||
1149 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER; | ||
1150 | |||
1151 | world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0); | ||
1152 | //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port | ||
1153 | |||
1154 | if (p.shouldEnableFrictionCaching != 0) | ||
1155 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING; | ||
1156 | |||
1157 | if (p.numberOfSolverIterations > 0) | ||
1158 | world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations; | ||
1159 | |||
1160 | |||
1161 | world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping; | ||
1162 | world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution; | ||
1163 | world.GetSolverInfo().m_globalCfm = 0.0f; | ||
1164 | world.GetSolverInfo().m_tau = 0.6f; | ||
1165 | world.GetSolverInfo().m_friction = 0.3f; | ||
1166 | world.GetSolverInfo().m_maxErrorReduction = 20f; | ||
1167 | world.GetSolverInfo().m_numIterations = 10; | ||
1168 | world.GetSolverInfo().m_erp = 0.2f; | ||
1169 | world.GetSolverInfo().m_erp2 = 0.1f; | ||
1170 | world.GetSolverInfo().m_sor = 1.0f; | ||
1171 | world.GetSolverInfo().m_splitImpulse = false; | ||
1172 | world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f; | ||
1173 | world.GetSolverInfo().m_linearSlop = 0.0f; | ||
1174 | world.GetSolverInfo().m_warmstartingFactor = 0.85f; | ||
1175 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; | ||
1176 | world.SetForceUpdateAllAabbs(true); | ||
1177 | |||
1178 | //BSParam.TerrainImplementation = 0; | ||
1179 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); | ||
1180 | |||
1181 | return world; | ||
1182 | } | ||
1183 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL | ||
1184 | public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) | ||
1185 | { | ||
1186 | Generic6DofConstraint constrain = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; | ||
1187 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1188 | { | ||
1189 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); | ||
1190 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1); | ||
1191 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2); | ||
1192 | } | ||
1193 | if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1194 | { | ||
1195 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3); | ||
1196 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4); | ||
1197 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5); | ||
1198 | } | ||
1199 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL) | ||
1200 | { | ||
1201 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis); | ||
1202 | } | ||
1203 | return true; | ||
1204 | } | ||
1205 | |||
1206 | public override bool PushUpdate(BulletBody pCollisionObject) | ||
1207 | { | ||
1208 | bool ret = false; | ||
1209 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1210 | RigidBody rb = collisionObject as RigidBody; | ||
1211 | if (rb != null) | ||
1212 | { | ||
1213 | SimMotionState sms = rb.GetMotionState() as SimMotionState; | ||
1214 | if (sms != null) | ||
1215 | { | ||
1216 | IndexedMatrix wt = IndexedMatrix.Identity; | ||
1217 | sms.GetWorldTransform(out wt); | ||
1218 | sms.SetWorldTransform(ref wt, true); | ||
1219 | ret = true; | ||
1220 | } | ||
1221 | } | ||
1222 | return ret; | ||
1223 | |||
1224 | } | ||
1225 | |||
1226 | public override float GetAngularMotionDisc(BulletShape pShape) | ||
1227 | { | ||
1228 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1229 | return shape.GetAngularMotionDisc(); | ||
1230 | } | ||
1231 | public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor) | ||
1232 | { | ||
1233 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1234 | return shape.GetContactBreakingThreshold(defaultFactor); | ||
1235 | } | ||
1236 | public override bool IsCompound(BulletShape pShape) | ||
1237 | { | ||
1238 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1239 | return shape.IsCompound(); | ||
1240 | } | ||
1241 | public override bool IsSoftBody(BulletShape pShape) | ||
1242 | { | ||
1243 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1244 | return shape.IsSoftBody(); | ||
1245 | } | ||
1246 | public override bool IsPolyhedral(BulletShape pShape) | ||
1247 | { | ||
1248 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1249 | return shape.IsPolyhedral(); | ||
1250 | } | ||
1251 | public override bool IsConvex2d(BulletShape pShape) | ||
1252 | { | ||
1253 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1254 | return shape.IsConvex2d(); | ||
1255 | } | ||
1256 | public override bool IsConvex(BulletShape pShape) | ||
1257 | { | ||
1258 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1259 | return shape.IsConvex(); | ||
1260 | } | ||
1261 | public override bool IsNonMoving(BulletShape pShape) | ||
1262 | { | ||
1263 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1264 | return shape.IsNonMoving(); | ||
1265 | } | ||
1266 | public override bool IsConcave(BulletShape pShape) | ||
1267 | { | ||
1268 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1269 | return shape.IsConcave(); | ||
1270 | } | ||
1271 | public override bool IsInfinite(BulletShape pShape) | ||
1272 | { | ||
1273 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1274 | return shape.IsInfinite(); | ||
1275 | } | ||
1276 | public override bool IsNativeShape(BulletShape pShape) | ||
1277 | { | ||
1278 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1279 | bool ret; | ||
1280 | switch (shape.GetShapeType()) | ||
1281 | { | ||
1282 | case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: | ||
1283 | case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: | ||
1284 | case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: | ||
1285 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: | ||
1286 | ret = true; | ||
1287 | break; | ||
1288 | default: | ||
1289 | ret = false; | ||
1290 | break; | ||
1291 | } | ||
1292 | return ret; | ||
1293 | } | ||
1294 | |||
1295 | public override void SetShapeCollisionMargin(BulletShape pShape, float pMargin) | ||
1296 | { | ||
1297 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1298 | shape.SetMargin(pMargin); | ||
1299 | } | ||
1300 | |||
1301 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation | ||
1302 | public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
1303 | { | ||
1304 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1305 | IndexedMatrix bodyTransform = new IndexedMatrix(); | ||
1306 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
1307 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); | ||
1308 | GhostObject gObj = new PairCachingGhostObject(); | ||
1309 | gObj.SetWorldTransform(bodyTransform); | ||
1310 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1311 | gObj.SetCollisionShape(shape); | ||
1312 | gObj.SetUserPointer(pLocalID); | ||
1313 | // TODO: Add to Special CollisionObjects! | ||
1314 | return new BulletBodyXNA(pLocalID, gObj); | ||
1315 | } | ||
1316 | |||
1317 | public override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape) | ||
1318 | { | ||
1319 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1320 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; | ||
1321 | if (pShape == null) | ||
1322 | { | ||
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); | ||
1336 | } | ||
1337 | |||
1338 | //(PhysicsScene.World.ptr, nativeShapeData) | ||
1339 | public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData) | ||
1340 | { | ||
1341 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1342 | CollisionShape shape = null; | ||
1343 | switch (pShapeData.Type) | ||
1344 | { | ||
1345 | case BSPhysicsShapeType.SHAPE_BOX: | ||
1346 | shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f)); | ||
1347 | break; | ||
1348 | case BSPhysicsShapeType.SHAPE_CONE: | ||
1349 | shape = new ConeShapeZ(0.5f, 1.0f); | ||
1350 | break; | ||
1351 | case BSPhysicsShapeType.SHAPE_CYLINDER: | ||
1352 | shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f)); | ||
1353 | break; | ||
1354 | case BSPhysicsShapeType.SHAPE_SPHERE: | ||
1355 | shape = new SphereShape(0.5f); | ||
1356 | break; | ||
1357 | |||
1358 | } | ||
1359 | if (shape != null) | ||
1360 | { | ||
1361 | IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z); | ||
1362 | shape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1363 | shape.SetLocalScaling(ref scaling); | ||
1364 | |||
1365 | } | ||
1366 | return new BulletShapeXNA(shape, pShapeData.Type); | ||
1367 | } | ||
1368 | //PhysicsScene.World.ptr, false | ||
1369 | public override BulletShape CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree) | ||
1370 | { | ||
1371 | return new BulletShapeXNA(new CompoundShape(enableDynamicAabbTree), BSPhysicsShapeType.SHAPE_COMPOUND); | ||
1372 | } | ||
1373 | |||
1374 | public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape) | ||
1375 | { | ||
1376 | CompoundShape compoundshape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; | ||
1377 | return compoundshape.GetNumChildShapes(); | ||
1378 | } | ||
1379 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot | ||
1380 | public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot) | ||
1381 | { | ||
1382 | IndexedMatrix relativeTransform = new IndexedMatrix(); | ||
1383 | CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; | ||
1384 | CollisionShape addshape = (paddShape as BulletShapeXNA).shape; | ||
1385 | |||
1386 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); | ||
1387 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); | ||
1388 | compoundshape.AddChildShape(ref relativeTransform, addshape); | ||
1389 | |||
1390 | } | ||
1391 | |||
1392 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii) | ||
1393 | { | ||
1394 | CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; | ||
1395 | CollisionShape ret = null; | ||
1396 | ret = compoundshape.GetChildShape(pii); | ||
1397 | compoundshape.RemoveChildShapeByIndex(pii); | ||
1398 | return new BulletShapeXNA(ret, BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
1399 | } | ||
1400 | |||
1401 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { /* TODO */ return null; } | ||
1402 | public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ } | ||
1403 | public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb) { /* TODO */ } | ||
1404 | |||
1405 | public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin) | ||
1406 | { | ||
1407 | StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight ); | ||
1408 | m_planeshape.SetMargin(pcollisionMargin); | ||
1409 | m_planeshape.SetUserPointer(pLocalId); | ||
1410 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); | ||
1411 | } | ||
1412 | |||
1413 | public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
1414 | { | ||
1415 | HingeConstraint constrain = null; | ||
1416 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1417 | RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; | ||
1418 | RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; | ||
1419 | if (rb1 != null && rb2 != null) | ||
1420 | { | ||
1421 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | ||
1422 | IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); | ||
1423 | IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); | ||
1424 | IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); | ||
1425 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1426 | } | ||
1427 | return new BulletConstraintXNA(constrain); | ||
1428 | } | ||
1429 | |||
1430 | public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls) | ||
1431 | { | ||
1432 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1433 | CompoundShape compoundshape = new CompoundShape(false); | ||
1434 | |||
1435 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1436 | int ii = 1; | ||
1437 | |||
1438 | for (int i = 0; i < pHullCount; i++) | ||
1439 | { | ||
1440 | int vertexCount = (int) pConvHulls[ii]; | ||
1441 | |||
1442 | IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]); | ||
1443 | IndexedMatrix childTrans = IndexedMatrix.Identity; | ||
1444 | childTrans._origin = centroid; | ||
1445 | |||
1446 | List<IndexedVector3> virts = new List<IndexedVector3>(); | ||
1447 | int ender = ((ii + 4) + (vertexCount*3)); | ||
1448 | for (int iii = ii + 4; iii < ender; iii+=3) | ||
1449 | { | ||
1450 | |||
1451 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); | ||
1452 | } | ||
1453 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); | ||
1454 | convexShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1455 | compoundshape.AddChildShape(ref childTrans, convexShape); | ||
1456 | ii += (vertexCount*3 + 4); | ||
1457 | } | ||
1458 | |||
1459 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); | ||
1460 | } | ||
1461 | |||
1462 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | ||
1463 | { | ||
1464 | /* TODO */ return null; | ||
1465 | |||
1466 | } | ||
1467 | |||
1468 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
1469 | { | ||
1470 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); | ||
1471 | |||
1472 | for (int iter = 0; iter < pVerticesCount; iter++) | ||
1473 | { | ||
1474 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; | ||
1475 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; | ||
1476 | } | ||
1477 | |||
1478 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | ||
1479 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | ||
1480 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | ||
1481 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1482 | IndexedMesh mesh = new IndexedMesh(); | ||
1483 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1484 | mesh.m_numTriangles = pIndicesCount/3; | ||
1485 | mesh.m_numVertices = pVerticesCount; | ||
1486 | mesh.m_triangleIndexBase = indicesarr; | ||
1487 | mesh.m_vertexBase = vertices; | ||
1488 | mesh.m_vertexStride = 3; | ||
1489 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1490 | mesh.m_triangleIndexStride = 3; | ||
1491 | |||
1492 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1493 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1494 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); | ||
1495 | meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1496 | // world.UpdateSingleAabb(meshShape); | ||
1497 | return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); | ||
1498 | |||
1499 | } | ||
1500 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | ||
1501 | { | ||
1502 | |||
1503 | String fileName = "objTest3.raw"; | ||
1504 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1505 | StreamWriter sw = new StreamWriter(completePath); | ||
1506 | IndexedMesh mesh = new IndexedMesh(); | ||
1507 | |||
1508 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1509 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1510 | mesh.m_numVertices = pVerticesCount; | ||
1511 | mesh.m_triangleIndexBase = indices; | ||
1512 | mesh.m_vertexBase = vertices; | ||
1513 | mesh.m_vertexStride = 3; | ||
1514 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1515 | mesh.m_triangleIndexStride = 3; | ||
1516 | |||
1517 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1518 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1519 | |||
1520 | |||
1521 | |||
1522 | for (int i = 0; i < pVerticesCount; i++) | ||
1523 | { | ||
1524 | |||
1525 | string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1526 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1527 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1528 | |||
1529 | sw.Write(s + "\n"); | ||
1530 | } | ||
1531 | |||
1532 | sw.Close(); | ||
1533 | } | ||
1534 | public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount) | ||
1535 | { | ||
1536 | |||
1537 | String fileName = "objTest6.raw"; | ||
1538 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1539 | StreamWriter sw = new StreamWriter(completePath); | ||
1540 | IndexedMesh mesh = new IndexedMesh(); | ||
1541 | |||
1542 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1543 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1544 | mesh.m_numVertices = pVerticesCount; | ||
1545 | mesh.m_triangleIndexBase = indices; | ||
1546 | mesh.m_vertexBase = vertices; | ||
1547 | mesh.m_vertexStride = 3; | ||
1548 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1549 | mesh.m_triangleIndexStride = 3; | ||
1550 | |||
1551 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1552 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1553 | |||
1554 | |||
1555 | sw.WriteLine("Indices"); | ||
1556 | sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount)); | ||
1557 | for (int iter = 0; iter < indices.Length; iter++) | ||
1558 | { | ||
1559 | sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter])); | ||
1560 | } | ||
1561 | sw.WriteLine("VerticesFloats"); | ||
1562 | sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount)); | ||
1563 | for (int iter = 0; iter < vertices.Length; iter++) | ||
1564 | { | ||
1565 | sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000"))); | ||
1566 | } | ||
1567 | |||
1568 | // for (int i = 0; i < pVerticesCount; i++) | ||
1569 | // { | ||
1570 | // | ||
1571 | // string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1572 | // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1573 | // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1574 | // | ||
1575 | // sw.Write(s + "\n"); | ||
1576 | //} | ||
1577 | |||
1578 | sw.Close(); | ||
1579 | } | ||
1580 | |||
1581 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | ||
1582 | float scaleFactor, float collisionMargin) | ||
1583 | { | ||
1584 | const int upAxis = 2; | ||
1585 | HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y, | ||
1586 | heightMap, scaleFactor, | ||
1587 | minHeight, maxHeight, upAxis, | ||
1588 | false); | ||
1589 | terrainShape.SetMargin(collisionMargin + 0.5f); | ||
1590 | terrainShape.SetUseDiamondSubdivision(true); | ||
1591 | terrainShape.SetUserPointer(id); | ||
1592 | return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN); | ||
1593 | } | ||
1594 | |||
1595 | public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce) | ||
1596 | { | ||
1597 | TypedConstraint tconstrain = (pConstraint as BulletConstraintXNA).constrain; | ||
1598 | bool onOff = ponOff != 0; | ||
1599 | bool ret = false; | ||
1600 | |||
1601 | switch (tconstrain.GetConstraintType()) | ||
1602 | { | ||
1603 | case TypedConstraintType.D6_CONSTRAINT_TYPE: | ||
1604 | Generic6DofConstraint constrain = tconstrain as Generic6DofConstraint; | ||
1605 | constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff; | ||
1606 | constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity; | ||
1607 | constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce; | ||
1608 | ret = true; | ||
1609 | break; | ||
1610 | } | ||
1611 | |||
1612 | |||
1613 | return ret; | ||
1614 | |||
1615 | } | ||
1616 | |||
1617 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
1618 | out int updatedEntityCount, out int collidersCount) | ||
1619 | { | ||
1620 | /* TODO */ | ||
1621 | updatedEntityCount = 0; | ||
1622 | collidersCount = 0; | ||
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; | ||
1628 | } | ||
1629 | |||
1630 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, | ||
1631 | out int updatedEntityCount, out EntityProperties[] updatedEntities, | ||
1632 | out int collidersCount, out CollisionDesc[] colliders) | ||
1633 | { | ||
1634 | int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, | ||
1635 | out collidersCount, out colliders, m_maxCollisions, m_maxUpdatesPerFrame); | ||
1636 | return epic; | ||
1637 | } | ||
1638 | |||
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) | ||
1641 | { | ||
1642 | int numSimSteps = 0; | ||
1643 | |||
1644 | updatedEntityCount = 0; | ||
1645 | collidersCount = 0; | ||
1646 | |||
1647 | |||
1648 | if (pWorld is BulletWorldXNA) | ||
1649 | { | ||
1650 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1651 | |||
1652 | world.LastCollisionDesc = 0; | ||
1653 | world.LastEntityProperty = 0; | ||
1654 | world.UpdatedObjects = new BulletXNA.EntityProperties[maxUpdates]; | ||
1655 | world.UpdatedCollisions = new BulletXNA.CollisionDesc[maxCollisions]; | ||
1656 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); | ||
1657 | int updates = 0; | ||
1658 | |||
1659 | |||
1660 | |||
1661 | |||
1662 | m_collisionsThisFrame = 0; | ||
1663 | int numManifolds = world.GetDispatcher().GetNumManifolds(); | ||
1664 | for (int j = 0; j < numManifolds; j++) | ||
1665 | { | ||
1666 | PersistentManifold contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j); | ||
1667 | int numContacts = contactManifold.GetNumContacts(); | ||
1668 | if (numContacts == 0) | ||
1669 | continue; | ||
1670 | |||
1671 | CollisionObject objA = contactManifold.GetBody0() as CollisionObject; | ||
1672 | CollisionObject objB = contactManifold.GetBody1() as CollisionObject; | ||
1673 | |||
1674 | ManifoldPoint manifoldPoint = contactManifold.GetContactPoint(0); | ||
1675 | IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB(); | ||
1676 | IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A | ||
1677 | |||
1678 | RecordCollision(world, objA, objB, contactPoint, contactNormal); | ||
1679 | m_collisionsThisFrame ++; | ||
1680 | if (m_collisionsThisFrame >= 9999999) | ||
1681 | break; | ||
1682 | |||
1683 | |||
1684 | } | ||
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); | ||
1695 | |||
1696 | } | ||
1697 | else | ||
1698 | { | ||
1699 | //if (updatedEntities is null) | ||
1700 | //updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1701 | //updatedEntityCount = 0; | ||
1702 | //if (colliders is null) | ||
1703 | //colliders = new List<BulletXNA.CollisionDesc>(); | ||
1704 | //collidersCount = 0; | ||
1705 | |||
1706 | updatedEntities = new EntityProperties[0]; | ||
1707 | |||
1708 | |||
1709 | colliders = new CollisionDesc[0]; | ||
1710 | |||
1711 | } | ||
1712 | return numSimSteps; | ||
1713 | } | ||
1714 | |||
1715 | private static void RecordCollision(CollisionWorld world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm) | ||
1716 | { | ||
1717 | |||
1718 | IndexedVector3 contactNormal = norm; | ||
1719 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && | ||
1720 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) | ||
1721 | { | ||
1722 | return; | ||
1723 | } | ||
1724 | uint idA = (uint)objA.GetUserPointer(); | ||
1725 | uint idB = (uint)objB.GetUserPointer(); | ||
1726 | if (idA > idB) | ||
1727 | { | ||
1728 | uint temp = idA; | ||
1729 | idA = idB; | ||
1730 | idB = temp; | ||
1731 | contactNormal = -contactNormal; | ||
1732 | } | ||
1733 | |||
1734 | ulong collisionID = ((ulong) idA << 32) | idB; | ||
1735 | |||
1736 | BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc() | ||
1737 | { | ||
1738 | aID = idA, | ||
1739 | bID = idB, | ||
1740 | point = contact, | ||
1741 | normal = contactNormal | ||
1742 | }; | ||
1743 | if (world.LastCollisionDesc < world.UpdatedCollisions.Length) | ||
1744 | world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc); | ||
1745 | m_collisionsThisFrame++; | ||
1746 | |||
1747 | |||
1748 | } | ||
1749 | private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pCollisionObject) | ||
1750 | { | ||
1751 | EntityProperties ent = new EntityProperties(); | ||
1752 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1753 | CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; | ||
1754 | IndexedMatrix transform = collisionObject.GetWorldTransform(); | ||
1755 | IndexedVector3 LinearVelocity = collisionObject.GetInterpolationLinearVelocity(); | ||
1756 | IndexedVector3 AngularVelocity = collisionObject.GetInterpolationAngularVelocity(); | ||
1757 | IndexedQuaternion rotation = transform.GetRotation(); | ||
1758 | ent.Acceleration = Vector3.Zero; | ||
1759 | ent.ID = (uint)collisionObject.GetUserPointer(); | ||
1760 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); | ||
1761 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); | ||
1762 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); | ||
1763 | ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z); | ||
1764 | return ent; | ||
1765 | } | ||
1766 | |||
1767 | public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) { /* TODO */ return false; } | ||
1768 | |||
1769 | public override Vector3 GetLocalScaling(BulletShape pShape) | ||
1770 | { | ||
1771 | CollisionShape shape = (pShape as BulletShapeXNA).shape; | ||
1772 | IndexedVector3 scale = shape.GetLocalScaling(); | ||
1773 | return new Vector3(scale.X,scale.Y,scale.Z); | ||
1774 | } | ||
1775 | |||
1776 | public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe) | ||
1777 | { | ||
1778 | DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; | ||
1779 | if (world != null) | ||
1780 | { | ||
1781 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) | ||
1782 | { | ||
1783 | CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; | ||
1784 | |||
1785 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | ||
1786 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | ||
1787 | using ( | ||
1788 | ClosestNotMeRayResultCallback rayCallback = | ||
1789 | new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) | ||
1790 | ) | ||
1791 | { | ||
1792 | world.RayTest(ref rOrigin, ref rEnd, rayCallback); | ||
1793 | if (rayCallback.HasHit()) | ||
1794 | { | ||
1795 | IndexedVector3 hitLocation = rayCallback.m_hitPointWorld; | ||
1796 | } | ||
1797 | return rayCallback.HasHit(); | ||
1798 | } | ||
1799 | } | ||
1800 | } | ||
1801 | return false; | ||
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 | } | ||
1958 | } | ||
1959 | } | ||