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-rw-r--r--OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs120
1 files changed, 60 insertions, 60 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs
index 7756b10..816189f 100644
--- a/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSApiTemplate.cs
@@ -36,16 +36,16 @@ namespace OpenSim.Region.PhysicsModule.BulletS {
36 // Constraint type values as defined by Bullet 36 // Constraint type values as defined by Bullet
37public enum ConstraintType : int 37public enum ConstraintType : int
38{ 38{
39 POINT2POINT_CONSTRAINT_TYPE = 3, 39 POINT2POINT_CONSTRAINT_TYPE = 3,
40 HINGE_CONSTRAINT_TYPE, 40 HINGE_CONSTRAINT_TYPE,
41 CONETWIST_CONSTRAINT_TYPE, 41 CONETWIST_CONSTRAINT_TYPE,
42 D6_CONSTRAINT_TYPE, 42 D6_CONSTRAINT_TYPE,
43 SLIDER_CONSTRAINT_TYPE, 43 SLIDER_CONSTRAINT_TYPE,
44 CONTACT_CONSTRAINT_TYPE, 44 CONTACT_CONSTRAINT_TYPE,
45 D6_SPRING_CONSTRAINT_TYPE, 45 D6_SPRING_CONSTRAINT_TYPE,
46 GEAR_CONSTRAINT_TYPE, // added in Bullet 2.82 46 GEAR_CONSTRAINT_TYPE, // added in Bullet 2.82
47 FIXED_CONSTRAINT_TYPE, // added in Bullet 2.82 47 FIXED_CONSTRAINT_TYPE, // added in Bullet 2.82
48 MAX_CONSTRAINT_TYPE, // last type defined by Bullet 48 MAX_CONSTRAINT_TYPE, // last type defined by Bullet
49 // 49 //
50 BS_FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving 50 BS_FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving
51} 51}
@@ -54,25 +54,25 @@ public enum ConstraintType : int
54[StructLayout(LayoutKind.Sequential)] 54[StructLayout(LayoutKind.Sequential)]
55public struct ConvexHull 55public struct ConvexHull
56{ 56{
57 Vector3 Offset; 57 Vector3 Offset;
58 int VertexCount; 58 int VertexCount;
59 Vector3[] Vertices; 59 Vector3[] Vertices;
60} 60}
61public enum BSPhysicsShapeType 61public enum BSPhysicsShapeType
62{ 62{
63 SHAPE_UNKNOWN = 0, 63 SHAPE_UNKNOWN = 0,
64 SHAPE_CAPSULE = 1, 64 SHAPE_CAPSULE = 1,
65 SHAPE_BOX = 2, 65 SHAPE_BOX = 2,
66 SHAPE_CONE = 3, 66 SHAPE_CONE = 3,
67 SHAPE_CYLINDER = 4, 67 SHAPE_CYLINDER = 4,
68 SHAPE_SPHERE = 5, 68 SHAPE_SPHERE = 5,
69 SHAPE_MESH = 6, 69 SHAPE_MESH = 6,
70 SHAPE_HULL = 7, 70 SHAPE_HULL = 7,
71 // following defined by BulletSim 71 // following defined by BulletSim
72 SHAPE_GROUNDPLANE = 20, 72 SHAPE_GROUNDPLANE = 20,
73 SHAPE_TERRAIN = 21, 73 SHAPE_TERRAIN = 21,
74 SHAPE_COMPOUND = 22, 74 SHAPE_COMPOUND = 22,
75 SHAPE_HEIGHTMAP = 23, 75 SHAPE_HEIGHTMAP = 23,
76 SHAPE_AVATAR = 24, 76 SHAPE_AVATAR = 24,
77 SHAPE_CONVEXHULL= 25, 77 SHAPE_CONVEXHULL= 25,
78 SHAPE_GIMPACT = 26, 78 SHAPE_GIMPACT = 26,
@@ -180,16 +180,16 @@ public struct ConfigurationParameters
180 public float collisionMargin; 180 public float collisionMargin;
181 public float gravity; 181 public float gravity;
182 182
183 public float maxPersistantManifoldPoolSize; 183 public float maxPersistantManifoldPoolSize;
184 public float maxCollisionAlgorithmPoolSize; 184 public float maxCollisionAlgorithmPoolSize;
185 public float shouldDisableContactPoolDynamicAllocation; 185 public float shouldDisableContactPoolDynamicAllocation;
186 public float shouldForceUpdateAllAabbs; 186 public float shouldForceUpdateAllAabbs;
187 public float shouldRandomizeSolverOrder; 187 public float shouldRandomizeSolverOrder;
188 public float shouldSplitSimulationIslands; 188 public float shouldSplitSimulationIslands;
189 public float shouldEnableFrictionCaching; 189 public float shouldEnableFrictionCaching;
190 public float numberOfSolverIterations; 190 public float numberOfSolverIterations;
191 public float useSingleSidedMeshes; 191 public float useSingleSidedMeshes;
192 public float globalContactBreakingThreshold; 192 public float globalContactBreakingThreshold;
193 193
194 public float physicsLoggingFrames; 194 public float physicsLoggingFrames;
195 195
@@ -202,30 +202,30 @@ public struct ConfigurationParameters
202public struct HACDParams 202public struct HACDParams
203{ 203{
204 // usual default values 204 // usual default values
205 public float maxVerticesPerHull; // 100 205 public float maxVerticesPerHull; // 100
206 public float minClusters; // 2 206 public float minClusters; // 2
207 public float compacityWeight; // 0.1 207 public float compacityWeight; // 0.1
208 public float volumeWeight; // 0.0 208 public float volumeWeight; // 0.0
209 public float concavity; // 100 209 public float concavity; // 100
210 public float addExtraDistPoints; // false 210 public float addExtraDistPoints; // false
211 public float addNeighboursDistPoints; // false 211 public float addNeighboursDistPoints; // false
212 public float addFacesPoints; // false 212 public float addFacesPoints; // false
213 public float shouldAdjustCollisionMargin; // false 213 public float shouldAdjustCollisionMargin; // false
214 // VHACD 214 // VHACD
215 public float whichHACD; // zero if Bullet HACD, non-zero says VHACD 215 public float whichHACD; // zero if Bullet HACD, non-zero says VHACD
216 // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html 216 // http://kmamou.blogspot.ca/2014/12/v-hacd-20-parameters-description.html
217 public float vHACDresolution; // 100,000 max number of voxels generated during voxelization stage 217 public float vHACDresolution; // 100,000 max number of voxels generated during voxelization stage
218 public float vHACDdepth; // 20 max number of clipping stages 218 public float vHACDdepth; // 20 max number of clipping stages
219 public float vHACDconcavity; // 0.0025 maximum concavity 219 public float vHACDconcavity; // 0.0025 maximum concavity
220 public float vHACDplaneDownsampling; // 4 granularity of search for best clipping plane 220 public float vHACDplaneDownsampling; // 4 granularity of search for best clipping plane
221 public float vHACDconvexHullDownsampling; // 4 precision of hull gen process 221 public float vHACDconvexHullDownsampling; // 4 precision of hull gen process
222 public float vHACDalpha; // 0.05 bias toward clipping along symmetry planes 222 public float vHACDalpha; // 0.05 bias toward clipping along symmetry planes
223 public float vHACDbeta; // 0.05 bias toward clipping along revolution axis 223 public float vHACDbeta; // 0.05 bias toward clipping along revolution axis
224 public float vHACDgamma; // 0.00125 max concavity when merging 224 public float vHACDgamma; // 0.00125 max concavity when merging
225 public float vHACDpca; // 0 on/off normalizing mesh before decomp 225 public float vHACDpca; // 0 on/off normalizing mesh before decomp
226 public float vHACDmode; // 0 0:voxel based, 1: tetrahedron based 226 public float vHACDmode; // 0 0:voxel based, 1: tetrahedron based
227 public float vHACDmaxNumVerticesPerCH; // 64 max triangles per convex hull 227 public float vHACDmaxNumVerticesPerCH; // 64 max triangles per convex hull
228 public float vHACDminVolumePerCH; // 0.0001 sampling of generated convex hulls 228 public float vHACDminVolumePerCH; // 0.0001 sampling of generated convex hulls
229} 229}
230 230
231// The states a bullet collision object can have 231// The states a bullet collision object can have
@@ -322,8 +322,8 @@ public abstract string BulletEngineVersion { get; protected set;}
322 322
323// Initialization and simulation 323// Initialization and simulation
324public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, 324public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
325 int maxCollisions, ref CollisionDesc[] collisionArray, 325 int maxCollisions, ref CollisionDesc[] collisionArray,
326 int maxUpdates, ref EntityProperties[] updateArray 326 int maxUpdates, ref EntityProperties[] updateArray
327 ); 327 );
328 328
329public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, 329public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
@@ -398,7 +398,7 @@ public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
398public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin); 398public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin);
399 399
400public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, 400public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
401 float scaleFactor, float collisionMargin); 401 float scaleFactor, float collisionMargin);
402 402
403// ===================================================================================== 403// =====================================================================================
404// Constraint creation and helper routines 404// Constraint creation and helper routines