diff options
Diffstat (limited to '')
28 files changed, 4584 insertions, 1731 deletions
diff --git a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs index 9d373ef..32549d6 100644 --- a/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs +++ b/OpenSim/Region/OptionalModules/Scripting/XmlRpcRouterModule/XmlRpcRouterModule.cs | |||
@@ -110,12 +110,12 @@ namespace OpenSim.Region.OptionalModules.Scripting.XmlRpcRouterModule | |||
110 | 110 | ||
111 | public void ScriptRemoved(UUID itemID) | 111 | public void ScriptRemoved(UUID itemID) |
112 | { | 112 | { |
113 | System.Console.WriteLine("TEST Script Removed!"); | 113 | // System.Console.WriteLine("TEST Script Removed!"); |
114 | } | 114 | } |
115 | 115 | ||
116 | public void ObjectRemoved(UUID objectID) | 116 | public void ObjectRemoved(UUID objectID) |
117 | { | 117 | { |
118 | System.Console.WriteLine("TEST Obj Removed!"); | 118 | // System.Console.WriteLine("TEST Obj Removed!"); |
119 | } | 119 | } |
120 | } | 120 | } |
121 | } | 121 | } |
diff --git a/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs index 9c4ba30..aadb5b2 100644 --- a/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSNPlugin/BSPrim.cs | |||
@@ -111,10 +111,6 @@ public sealed class BSPrim : BSPhysObject | |||
111 | 111 | ||
112 | _mass = CalculateMass(); | 112 | _mass = CalculateMass(); |
113 | 113 | ||
114 | // No body or shape yet | ||
115 | PhysBody = new BulletBody(LocalID); | ||
116 | PhysShape = new BulletShape(); | ||
117 | |||
118 | Linkset.Refresh(this); | 114 | Linkset.Refresh(this); |
119 | 115 | ||
120 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 116 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs new file mode 100755 index 0000000..8c6e7d6 --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | |||
@@ -0,0 +1,1839 @@ | |||
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.Reflection; | ||
30 | using System.Runtime.InteropServices; | ||
31 | using System.Security; | ||
32 | using System.Text; | ||
33 | |||
34 | using OpenSim.Framework; | ||
35 | |||
36 | using OpenMetaverse; | ||
37 | |||
38 | namespace OpenSim.Region.Physics.BulletSPlugin | ||
39 | { | ||
40 | public sealed class BSAPIUnman : BSAPITemplate | ||
41 | { | ||
42 | |||
43 | private sealed class BulletWorldUnman : BulletWorld | ||
44 | { | ||
45 | public IntPtr ptr; | ||
46 | public BulletWorldUnman(uint id, BSScene physScene, IntPtr xx) | ||
47 | : base(id, physScene) | ||
48 | { | ||
49 | ptr = xx; | ||
50 | } | ||
51 | } | ||
52 | |||
53 | private sealed class BulletBodyUnman : BulletBody | ||
54 | { | ||
55 | public IntPtr ptr; | ||
56 | public BulletBodyUnman(uint id, IntPtr xx) | ||
57 | : base(id) | ||
58 | { | ||
59 | ptr = xx; | ||
60 | } | ||
61 | public override bool HasPhysicalBody | ||
62 | { | ||
63 | get { return ptr != IntPtr.Zero; } | ||
64 | } | ||
65 | public override void Clear() | ||
66 | { | ||
67 | ptr = IntPtr.Zero; | ||
68 | } | ||
69 | public override string AddrString | ||
70 | { | ||
71 | get { return ptr.ToString("X"); } | ||
72 | } | ||
73 | } | ||
74 | |||
75 | private sealed class BulletShapeUnman : BulletShape | ||
76 | { | ||
77 | public IntPtr ptr; | ||
78 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) | ||
79 | : base() | ||
80 | { | ||
81 | ptr = xx; | ||
82 | type = typ; | ||
83 | } | ||
84 | public override bool HasPhysicalShape | ||
85 | { | ||
86 | get { return ptr != IntPtr.Zero; } | ||
87 | } | ||
88 | public override void Clear() | ||
89 | { | ||
90 | ptr = IntPtr.Zero; | ||
91 | } | ||
92 | public override BulletShape Clone() | ||
93 | { | ||
94 | return new BulletShapeUnman(ptr, type); | ||
95 | } | ||
96 | public override bool ReferenceSame(BulletShape other) | ||
97 | { | ||
98 | BulletShapeUnman otheru = other as BulletShapeUnman; | ||
99 | return (otheru != null) && (this.ptr == otheru.ptr); | ||
100 | |||
101 | } | ||
102 | public override string AddrString | ||
103 | { | ||
104 | get { return ptr.ToString("X"); } | ||
105 | } | ||
106 | } | ||
107 | private sealed class BulletConstraintUnman : BulletConstraint | ||
108 | { | ||
109 | public BulletConstraintUnman(IntPtr xx) : base() | ||
110 | { | ||
111 | ptr = xx; | ||
112 | } | ||
113 | public IntPtr ptr; | ||
114 | |||
115 | public override void Clear() | ||
116 | { | ||
117 | ptr = IntPtr.Zero; | ||
118 | } | ||
119 | public override bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } } | ||
120 | |||
121 | // Used for log messages for a unique display of the memory/object allocated to this instance | ||
122 | public override string AddrString | ||
123 | { | ||
124 | get { return ptr.ToString("X"); } | ||
125 | } | ||
126 | } | ||
127 | |||
128 | // We pin the memory passed between the managed and unmanaged code. | ||
129 | GCHandle m_paramsHandle; | ||
130 | private GCHandle m_collisionArrayPinnedHandle; | ||
131 | private GCHandle m_updateArrayPinnedHandle; | ||
132 | |||
133 | // Handle to the callback used by the unmanaged code to call into the managed code. | ||
134 | // Used for debug logging. | ||
135 | // Need to store the handle in a persistant variable so it won't be freed. | ||
136 | private BSAPICPP.DebugLogCallback m_DebugLogCallbackHandle; | ||
137 | |||
138 | private BSScene PhysicsScene { get; set; } | ||
139 | |||
140 | public override string BulletEngineName { get { return "BulletUnmanaged"; } } | ||
141 | public override string BulletEngineVersion { get; protected set; } | ||
142 | |||
143 | public BSAPIUnman(string paramName, BSScene physScene) | ||
144 | { | ||
145 | PhysicsScene = physScene; | ||
146 | |||
147 | // Do something fancy with the paramName to get the right DLL implementation | ||
148 | // like "Bullet-2.80-OpenCL-Intel" loading the version for Intel based OpenCL implementation, etc. | ||
149 | if (Util.IsWindows()) | ||
150 | Util.LoadArchSpecificWindowsDll("BulletSim.dll"); | ||
151 | // If not Windows, loading is performed by the | ||
152 | // Mono loader as specified in | ||
153 | // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config". | ||
154 | } | ||
155 | |||
156 | // Initialization and simulation | ||
157 | public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | ||
158 | int maxCollisions, ref CollisionDesc[] collisionArray, | ||
159 | int maxUpdates, ref EntityProperties[] updateArray | ||
160 | ) | ||
161 | { | ||
162 | // Pin down the memory that will be used to pass object collisions and updates back from unmanaged code | ||
163 | m_paramsHandle = GCHandle.Alloc(parms, GCHandleType.Pinned); | ||
164 | m_collisionArrayPinnedHandle = GCHandle.Alloc(collisionArray, GCHandleType.Pinned); | ||
165 | m_updateArrayPinnedHandle = GCHandle.Alloc(updateArray, GCHandleType.Pinned); | ||
166 | |||
167 | // If Debug logging level, enable logging from the unmanaged code | ||
168 | m_DebugLogCallbackHandle = null; | ||
169 | if (BSScene.m_log.IsDebugEnabled || PhysicsScene.PhysicsLogging.Enabled) | ||
170 | { | ||
171 | BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader); | ||
172 | if (PhysicsScene.PhysicsLogging.Enabled) | ||
173 | // The handle is saved in a variable to make sure it doesn't get freed after this call | ||
174 | m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLoggerPhysLog); | ||
175 | else | ||
176 | m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLogger); | ||
177 | } | ||
178 | |||
179 | // Get the version of the DLL | ||
180 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | ||
181 | // BulletEngineVersion = BulletSimAPI.GetVersion2(); | ||
182 | BulletEngineVersion = ""; | ||
183 | |||
184 | // Call the unmanaged code with the buffers and other information | ||
185 | return new BulletWorldUnman(0, PhysicsScene, BSAPICPP.Initialize2(maxPosition, m_paramsHandle.AddrOfPinnedObject(), | ||
186 | maxCollisions, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | ||
187 | maxUpdates, m_updateArrayPinnedHandle.AddrOfPinnedObject(), | ||
188 | m_DebugLogCallbackHandle)); | ||
189 | |||
190 | } | ||
191 | |||
192 | // Called directly from unmanaged code so don't do much | ||
193 | private void BulletLogger(string msg) | ||
194 | { | ||
195 | BSScene.m_log.Debug("[BULLETS UNMANAGED]:" + msg); | ||
196 | } | ||
197 | |||
198 | // Called directly from unmanaged code so don't do much | ||
199 | private void BulletLoggerPhysLog(string msg) | ||
200 | { | ||
201 | PhysicsScene.DetailLog("[BULLETS UNMANAGED]:" + msg); | ||
202 | } | ||
203 | |||
204 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
205 | out int updatedEntityCount, out int collidersCount) | ||
206 | { | ||
207 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
208 | return BSAPICPP.PhysicsStep2(worldu.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount); | ||
209 | } | ||
210 | |||
211 | public override void Shutdown(BulletWorld world) | ||
212 | { | ||
213 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
214 | BSAPICPP.Shutdown2(worldu.ptr); | ||
215 | } | ||
216 | |||
217 | public override bool PushUpdate(BulletBody obj) | ||
218 | { | ||
219 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
220 | return BSAPICPP.PushUpdate2(bodyu.ptr); | ||
221 | } | ||
222 | |||
223 | public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) | ||
224 | { | ||
225 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
226 | return BSAPICPP.UpdateParameter2(worldu.ptr, localID, parm, value); | ||
227 | } | ||
228 | |||
229 | // ===================================================================================== | ||
230 | // Mesh, hull, shape and body creation helper routines | ||
231 | public override BulletShape CreateMeshShape(BulletWorld world, | ||
232 | int indicesCount, int[] indices, | ||
233 | int verticesCount, float[] vertices) | ||
234 | { | ||
235 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
236 | return new BulletShapeUnman( | ||
237 | BSAPICPP.CreateMeshShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), | ||
238 | BSPhysicsShapeType.SHAPE_MESH); | ||
239 | } | ||
240 | |||
241 | public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) | ||
242 | { | ||
243 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
244 | return new BulletShapeUnman( | ||
245 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), | ||
246 | BSPhysicsShapeType.SHAPE_HULL); | ||
247 | } | ||
248 | |||
249 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | ||
250 | { | ||
251 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
252 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; | ||
253 | return new BulletShapeUnman( | ||
254 | BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr), | ||
255 | BSPhysicsShapeType.SHAPE_HULL); | ||
256 | } | ||
257 | |||
258 | public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData) | ||
259 | { | ||
260 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
261 | return new BulletShapeUnman(BSAPICPP.BuildNativeShape2(worldu.ptr, shapeData), shapeData.Type); | ||
262 | } | ||
263 | |||
264 | public override bool IsNativeShape(BulletShape shape) | ||
265 | { | ||
266 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
267 | if (shapeu != null && shapeu.HasPhysicalShape) | ||
268 | return BSAPICPP.IsNativeShape2(shapeu.ptr); | ||
269 | return false; | ||
270 | } | ||
271 | |||
272 | public override void SetShapeCollisionMargin(BulletShape shape, float margin) | ||
273 | { | ||
274 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
275 | if (shapeu != null && shapeu.HasPhysicalShape) | ||
276 | BSAPICPP.SetShapeCollisionMargin2(shapeu.ptr, margin); | ||
277 | } | ||
278 | |||
279 | public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale) | ||
280 | { | ||
281 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
282 | return new BulletShapeUnman( | ||
283 | BSAPICPP.BuildCapsuleShape2(worldu.ptr, radius, height, scale), | ||
284 | BSPhysicsShapeType.SHAPE_CAPSULE); | ||
285 | } | ||
286 | |||
287 | public override BulletShape CreateCompoundShape(BulletWorld world, bool enableDynamicAabbTree) | ||
288 | { | ||
289 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
290 | return new BulletShapeUnman( | ||
291 | BSAPICPP.CreateCompoundShape2(worldu.ptr, enableDynamicAabbTree), | ||
292 | BSPhysicsShapeType.SHAPE_COMPOUND); | ||
293 | |||
294 | } | ||
295 | |||
296 | public override int GetNumberOfCompoundChildren(BulletShape shape) | ||
297 | { | ||
298 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
299 | if (shapeu != null && shapeu.HasPhysicalShape) | ||
300 | return BSAPICPP.GetNumberOfCompoundChildren2(shapeu.ptr); | ||
301 | return 0; | ||
302 | } | ||
303 | |||
304 | public override void AddChildShapeToCompoundShape(BulletShape shape, BulletShape addShape, Vector3 pos, Quaternion rot) | ||
305 | { | ||
306 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
307 | BulletShapeUnman addShapeu = addShape as BulletShapeUnman; | ||
308 | BSAPICPP.AddChildShapeToCompoundShape2(shapeu.ptr, addShapeu.ptr, pos, rot); | ||
309 | } | ||
310 | |||
311 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape shape, int indx) | ||
312 | { | ||
313 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
314 | return new BulletShapeUnman(BSAPICPP.GetChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
315 | } | ||
316 | |||
317 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape shape, int indx) | ||
318 | { | ||
319 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
320 | return new BulletShapeUnman(BSAPICPP.RemoveChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
321 | } | ||
322 | |||
323 | public override void RemoveChildShapeFromCompoundShape(BulletShape shape, BulletShape removeShape) | ||
324 | { | ||
325 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
326 | BulletShapeUnman removeShapeu = removeShape as BulletShapeUnman; | ||
327 | BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr); | ||
328 | } | ||
329 | |||
330 | public override void RecalculateCompoundShapeLocalAabb(BulletShape shape) | ||
331 | { | ||
332 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
333 | BSAPICPP.RecalculateCompoundShapeLocalAabb2(shapeu.ptr); | ||
334 | } | ||
335 | |||
336 | public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletShape srcShape, uint id) | ||
337 | { | ||
338 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
339 | BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; | ||
340 | return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type); | ||
341 | } | ||
342 | |||
343 | public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) | ||
344 | { | ||
345 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
346 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
347 | return BSAPICPP.DeleteCollisionShape2(worldu.ptr, shapeu.ptr); | ||
348 | } | ||
349 | |||
350 | public override CollisionObjectTypes GetBodyType(BulletBody obj) | ||
351 | { | ||
352 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
353 | return (CollisionObjectTypes)BSAPICPP.GetBodyType2(bodyu.ptr); | ||
354 | } | ||
355 | |||
356 | public override BulletBody CreateBodyFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot) | ||
357 | { | ||
358 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
359 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
360 | return new BulletBodyUnman(id, BSAPICPP.CreateBodyFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot)); | ||
361 | } | ||
362 | |||
363 | public override BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot) | ||
364 | { | ||
365 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
366 | return new BulletBodyUnman(id, BSAPICPP.CreateBodyWithDefaultMotionState2(shapeu.ptr, id, pos, rot)); | ||
367 | } | ||
368 | |||
369 | public override BulletBody CreateGhostFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot) | ||
370 | { | ||
371 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
372 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
373 | return new BulletBodyUnman(id, BSAPICPP.CreateGhostFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot)); | ||
374 | } | ||
375 | |||
376 | public override void DestroyObject(BulletWorld world, BulletBody obj) | ||
377 | { | ||
378 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
379 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
380 | BSAPICPP.DestroyObject2(worldu.ptr, bodyu.ptr); | ||
381 | } | ||
382 | |||
383 | // ===================================================================================== | ||
384 | // Terrain creation and helper routines | ||
385 | public override BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin) | ||
386 | { | ||
387 | return new BulletShapeUnman(BSAPICPP.CreateGroundPlaneShape2(id, height, collisionMargin), BSPhysicsShapeType.SHAPE_GROUNDPLANE); | ||
388 | } | ||
389 | |||
390 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | ||
391 | float scaleFactor, float collisionMargin) | ||
392 | { | ||
393 | return new BulletShapeUnman(BSAPICPP.CreateTerrainShape2(id, size, minHeight, maxHeight, heightMap, scaleFactor, collisionMargin), | ||
394 | BSPhysicsShapeType.SHAPE_TERRAIN); | ||
395 | } | ||
396 | |||
397 | // ===================================================================================== | ||
398 | // Constraint creation and helper routines | ||
399 | public override BulletConstraint Create6DofConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
400 | Vector3 frame1loc, Quaternion frame1rot, | ||
401 | Vector3 frame2loc, Quaternion frame2rot, | ||
402 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
403 | { | ||
404 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
405 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
406 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
407 | return new BulletConstraintUnman(BSAPICPP.Create6DofConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot, | ||
408 | frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
409 | } | ||
410 | |||
411 | public override BulletConstraint Create6DofConstraintToPoint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
412 | Vector3 joinPoint, | ||
413 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
414 | { | ||
415 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
416 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
417 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
418 | return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintToPoint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, | ||
419 | joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
420 | } | ||
421 | |||
422 | public override BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
423 | Vector3 pivotinA, Vector3 pivotinB, | ||
424 | Vector3 axisInA, Vector3 axisInB, | ||
425 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | ||
426 | { | ||
427 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
428 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
429 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
430 | return new BulletConstraintUnman(BSAPICPP.CreateHingeConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, | ||
431 | pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
432 | } | ||
433 | |||
434 | public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse) | ||
435 | { | ||
436 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
437 | BSAPICPP.SetConstraintEnable2(constrainu.ptr, numericTrueFalse); | ||
438 | } | ||
439 | |||
440 | public override void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations) | ||
441 | { | ||
442 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
443 | BSAPICPP.SetConstraintNumSolverIterations2(constrainu.ptr, iterations); | ||
444 | } | ||
445 | |||
446 | public override bool SetFrames(BulletConstraint constrain, | ||
447 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) | ||
448 | { | ||
449 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
450 | return BSAPICPP.SetFrames2(constrainu.ptr, frameA, frameArot, frameB, frameBrot); | ||
451 | } | ||
452 | |||
453 | public override bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi) | ||
454 | { | ||
455 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
456 | return BSAPICPP.SetLinearLimits2(constrainu.ptr, low, hi); | ||
457 | } | ||
458 | |||
459 | public override bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi) | ||
460 | { | ||
461 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
462 | return BSAPICPP.SetAngularLimits2(constrainu.ptr, low, hi); | ||
463 | } | ||
464 | |||
465 | public override bool UseFrameOffset(BulletConstraint constrain, float enable) | ||
466 | { | ||
467 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
468 | return BSAPICPP.UseFrameOffset2(constrainu.ptr, enable); | ||
469 | } | ||
470 | |||
471 | public override bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce) | ||
472 | { | ||
473 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
474 | return BSAPICPP.TranslationalLimitMotor2(constrainu.ptr, enable, targetVel, maxMotorForce); | ||
475 | } | ||
476 | |||
477 | public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold) | ||
478 | { | ||
479 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
480 | return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); | ||
481 | } | ||
482 | |||
483 | public override bool CalculateTransforms(BulletConstraint constrain) | ||
484 | { | ||
485 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
486 | return BSAPICPP.CalculateTransforms2(constrainu.ptr); | ||
487 | } | ||
488 | |||
489 | public override bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis) | ||
490 | { | ||
491 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
492 | return BSAPICPP.SetConstraintParam2(constrainu.ptr, paramIndex, value, axis); | ||
493 | } | ||
494 | |||
495 | public override bool DestroyConstraint(BulletWorld world, BulletConstraint constrain) | ||
496 | { | ||
497 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
498 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
499 | return BSAPICPP.DestroyConstraint2(worldu.ptr, constrainu.ptr); | ||
500 | } | ||
501 | |||
502 | // ===================================================================================== | ||
503 | // btCollisionWorld entries | ||
504 | public override void UpdateSingleAabb(BulletWorld world, BulletBody obj) | ||
505 | { | ||
506 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
507 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
508 | BSAPICPP.UpdateSingleAabb2(worldu.ptr, bodyu.ptr); | ||
509 | } | ||
510 | |||
511 | public override void UpdateAabbs(BulletWorld world) | ||
512 | { | ||
513 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
514 | BSAPICPP.UpdateAabbs2(worldu.ptr); | ||
515 | } | ||
516 | |||
517 | public override bool GetForceUpdateAllAabbs(BulletWorld world) | ||
518 | { | ||
519 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
520 | return BSAPICPP.GetForceUpdateAllAabbs2(worldu.ptr); | ||
521 | } | ||
522 | |||
523 | public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) | ||
524 | { | ||
525 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
526 | BSAPICPP.SetForceUpdateAllAabbs2(worldu.ptr, force); | ||
527 | } | ||
528 | |||
529 | // ===================================================================================== | ||
530 | // btDynamicsWorld entries | ||
531 | public override bool AddObjectToWorld(BulletWorld world, BulletBody obj) | ||
532 | { | ||
533 | // Bullet resets several variables when an object is added to the world. | ||
534 | // Gravity is reset to world default depending on the static/dynamic | ||
535 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
536 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
537 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
538 | |||
539 | Vector3 origGrav = BSAPICPP.GetGravity2(bodyu.ptr); | ||
540 | |||
541 | bool ret = BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr); | ||
542 | |||
543 | if (ret) | ||
544 | { | ||
545 | BSAPICPP.SetGravity2(bodyu.ptr, origGrav); | ||
546 | obj.ApplyCollisionMask(world.physicsScene); | ||
547 | } | ||
548 | return ret; | ||
549 | } | ||
550 | |||
551 | public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj) | ||
552 | { | ||
553 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
554 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
555 | return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr); | ||
556 | } | ||
557 | |||
558 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) | ||
559 | { | ||
560 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
561 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
562 | return BSAPICPP.AddConstraintToWorld2(worldu.ptr, constrainu.ptr, disableCollisionsBetweenLinkedObjects); | ||
563 | } | ||
564 | |||
565 | public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain) | ||
566 | { | ||
567 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
568 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
569 | return BSAPICPP.RemoveConstraintFromWorld2(worldu.ptr, constrainu.ptr); | ||
570 | } | ||
571 | // ===================================================================================== | ||
572 | // btCollisionObject entries | ||
573 | public override Vector3 GetAnisotripicFriction(BulletConstraint constrain) | ||
574 | { | ||
575 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
576 | return BSAPICPP.GetAnisotripicFriction2(constrainu.ptr); | ||
577 | } | ||
578 | |||
579 | public override Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict) | ||
580 | { | ||
581 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
582 | return BSAPICPP.SetAnisotripicFriction2(constrainu.ptr, frict); | ||
583 | } | ||
584 | |||
585 | public override bool HasAnisotripicFriction(BulletConstraint constrain) | ||
586 | { | ||
587 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
588 | return BSAPICPP.HasAnisotripicFriction2(constrainu.ptr); | ||
589 | } | ||
590 | |||
591 | public override void SetContactProcessingThreshold(BulletBody obj, float val) | ||
592 | { | ||
593 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
594 | BSAPICPP.SetContactProcessingThreshold2(bodyu.ptr, val); | ||
595 | } | ||
596 | |||
597 | public override float GetContactProcessingThreshold(BulletBody obj) | ||
598 | { | ||
599 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
600 | return BSAPICPP.GetContactProcessingThreshold2(bodyu.ptr); | ||
601 | } | ||
602 | |||
603 | public override bool IsStaticObject(BulletBody obj) | ||
604 | { | ||
605 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
606 | return BSAPICPP.IsStaticObject2(bodyu.ptr); | ||
607 | } | ||
608 | |||
609 | public override bool IsKinematicObject(BulletBody obj) | ||
610 | { | ||
611 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
612 | return BSAPICPP.IsKinematicObject2(bodyu.ptr); | ||
613 | } | ||
614 | |||
615 | public override bool IsStaticOrKinematicObject(BulletBody obj) | ||
616 | { | ||
617 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
618 | return BSAPICPP.IsStaticOrKinematicObject2(bodyu.ptr); | ||
619 | } | ||
620 | |||
621 | public override bool HasContactResponse(BulletBody obj) | ||
622 | { | ||
623 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
624 | return BSAPICPP.HasContactResponse2(bodyu.ptr); | ||
625 | } | ||
626 | |||
627 | public override void SetCollisionShape(BulletWorld world, BulletBody obj, BulletShape shape) | ||
628 | { | ||
629 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
630 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
631 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
632 | if (worldu != null && bodyu != null) | ||
633 | { | ||
634 | // Special case to allow the caller to zero out the reference to any physical shape | ||
635 | if (shapeu != null) | ||
636 | BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, shapeu.ptr); | ||
637 | else | ||
638 | BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, IntPtr.Zero); | ||
639 | } | ||
640 | } | ||
641 | |||
642 | public override BulletShape GetCollisionShape(BulletBody obj) | ||
643 | { | ||
644 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
645 | return new BulletShapeUnman(BSAPICPP.GetCollisionShape2(bodyu.ptr), BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
646 | } | ||
647 | |||
648 | public override int GetActivationState(BulletBody obj) | ||
649 | { | ||
650 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
651 | return BSAPICPP.GetActivationState2(bodyu.ptr); | ||
652 | } | ||
653 | |||
654 | public override void SetActivationState(BulletBody obj, int state) | ||
655 | { | ||
656 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
657 | BSAPICPP.SetActivationState2(bodyu.ptr, state); | ||
658 | } | ||
659 | |||
660 | public override void SetDeactivationTime(BulletBody obj, float dtime) | ||
661 | { | ||
662 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
663 | BSAPICPP.SetDeactivationTime2(bodyu.ptr, dtime); | ||
664 | } | ||
665 | |||
666 | public override float GetDeactivationTime(BulletBody obj) | ||
667 | { | ||
668 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
669 | return BSAPICPP.GetDeactivationTime2(bodyu.ptr); | ||
670 | } | ||
671 | |||
672 | public override void ForceActivationState(BulletBody obj, ActivationState state) | ||
673 | { | ||
674 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
675 | BSAPICPP.ForceActivationState2(bodyu.ptr, state); | ||
676 | } | ||
677 | |||
678 | public override void Activate(BulletBody obj, bool forceActivation) | ||
679 | { | ||
680 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
681 | BSAPICPP.Activate2(bodyu.ptr, forceActivation); | ||
682 | } | ||
683 | |||
684 | public override bool IsActive(BulletBody obj) | ||
685 | { | ||
686 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
687 | return BSAPICPP.IsActive2(bodyu.ptr); | ||
688 | } | ||
689 | |||
690 | public override void SetRestitution(BulletBody obj, float val) | ||
691 | { | ||
692 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
693 | BSAPICPP.SetRestitution2(bodyu.ptr, val); | ||
694 | } | ||
695 | |||
696 | public override float GetRestitution(BulletBody obj) | ||
697 | { | ||
698 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
699 | return BSAPICPP.GetRestitution2(bodyu.ptr); | ||
700 | } | ||
701 | |||
702 | public override void SetFriction(BulletBody obj, float val) | ||
703 | { | ||
704 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
705 | BSAPICPP.SetFriction2(bodyu.ptr, val); | ||
706 | } | ||
707 | |||
708 | public override float GetFriction(BulletBody obj) | ||
709 | { | ||
710 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
711 | return BSAPICPP.GetFriction2(bodyu.ptr); | ||
712 | } | ||
713 | |||
714 | public override Vector3 GetPosition(BulletBody obj) | ||
715 | { | ||
716 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
717 | return BSAPICPP.GetPosition2(bodyu.ptr); | ||
718 | } | ||
719 | |||
720 | public override Quaternion GetOrientation(BulletBody obj) | ||
721 | { | ||
722 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
723 | return BSAPICPP.GetOrientation2(bodyu.ptr); | ||
724 | } | ||
725 | |||
726 | public override void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation) | ||
727 | { | ||
728 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
729 | BSAPICPP.SetTranslation2(bodyu.ptr, position, rotation); | ||
730 | } | ||
731 | |||
732 | /* | ||
733 | public override IntPtr GetBroadphaseHandle(BulletBody obj) | ||
734 | { | ||
735 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
736 | return BSAPICPP.GetBroadphaseHandle2(bodyu.ptr); | ||
737 | } | ||
738 | |||
739 | public override void SetBroadphaseHandle(BulletBody obj, IntPtr handle) | ||
740 | { | ||
741 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
742 | BSAPICPP.SetUserPointer2(bodyu.ptr, handle); | ||
743 | } | ||
744 | */ | ||
745 | |||
746 | public override void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel) | ||
747 | { | ||
748 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
749 | BSAPICPP.SetInterpolationLinearVelocity2(bodyu.ptr, vel); | ||
750 | } | ||
751 | |||
752 | public override void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel) | ||
753 | { | ||
754 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
755 | BSAPICPP.SetInterpolationAngularVelocity2(bodyu.ptr, vel); | ||
756 | } | ||
757 | |||
758 | public override void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel) | ||
759 | { | ||
760 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
761 | BSAPICPP.SetInterpolationVelocity2(bodyu.ptr, linearVel, angularVel); | ||
762 | } | ||
763 | |||
764 | public override float GetHitFraction(BulletBody obj) | ||
765 | { | ||
766 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
767 | return BSAPICPP.GetHitFraction2(bodyu.ptr); | ||
768 | } | ||
769 | |||
770 | public override void SetHitFraction(BulletBody obj, float val) | ||
771 | { | ||
772 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
773 | BSAPICPP.SetHitFraction2(bodyu.ptr, val); | ||
774 | } | ||
775 | |||
776 | public override CollisionFlags GetCollisionFlags(BulletBody obj) | ||
777 | { | ||
778 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
779 | return BSAPICPP.GetCollisionFlags2(bodyu.ptr); | ||
780 | } | ||
781 | |||
782 | public override CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags) | ||
783 | { | ||
784 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
785 | return BSAPICPP.SetCollisionFlags2(bodyu.ptr, flags); | ||
786 | } | ||
787 | |||
788 | public override CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags) | ||
789 | { | ||
790 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
791 | return BSAPICPP.AddToCollisionFlags2(bodyu.ptr, flags); | ||
792 | } | ||
793 | |||
794 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags) | ||
795 | { | ||
796 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
797 | return BSAPICPP.RemoveFromCollisionFlags2(bodyu.ptr, flags); | ||
798 | } | ||
799 | |||
800 | public override float GetCcdMotionThreshold(BulletBody obj) | ||
801 | { | ||
802 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
803 | return BSAPICPP.GetCcdMotionThreshold2(bodyu.ptr); | ||
804 | } | ||
805 | |||
806 | |||
807 | public override void SetCcdMotionThreshold(BulletBody obj, float val) | ||
808 | { | ||
809 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
810 | BSAPICPP.SetCcdMotionThreshold2(bodyu.ptr, val); | ||
811 | } | ||
812 | |||
813 | public override float GetCcdSweptSphereRadius(BulletBody obj) | ||
814 | { | ||
815 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
816 | return BSAPICPP.GetCcdSweptSphereRadius2(bodyu.ptr); | ||
817 | } | ||
818 | |||
819 | public override void SetCcdSweptSphereRadius(BulletBody obj, float val) | ||
820 | { | ||
821 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
822 | BSAPICPP.SetCcdSweptSphereRadius2(bodyu.ptr, val); | ||
823 | } | ||
824 | |||
825 | public override IntPtr GetUserPointer(BulletBody obj) | ||
826 | { | ||
827 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
828 | return BSAPICPP.GetUserPointer2(bodyu.ptr); | ||
829 | } | ||
830 | |||
831 | public override void SetUserPointer(BulletBody obj, IntPtr val) | ||
832 | { | ||
833 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
834 | BSAPICPP.SetUserPointer2(bodyu.ptr, val); | ||
835 | } | ||
836 | |||
837 | // ===================================================================================== | ||
838 | // btRigidBody entries | ||
839 | public override void ApplyGravity(BulletBody obj) | ||
840 | { | ||
841 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
842 | BSAPICPP.ApplyGravity2(bodyu.ptr); | ||
843 | } | ||
844 | |||
845 | public override void SetGravity(BulletBody obj, Vector3 val) | ||
846 | { | ||
847 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
848 | BSAPICPP.SetGravity2(bodyu.ptr, val); | ||
849 | } | ||
850 | |||
851 | public override Vector3 GetGravity(BulletBody obj) | ||
852 | { | ||
853 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
854 | return BSAPICPP.GetGravity2(bodyu.ptr); | ||
855 | } | ||
856 | |||
857 | public override void SetDamping(BulletBody obj, float lin_damping, float ang_damping) | ||
858 | { | ||
859 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
860 | BSAPICPP.SetDamping2(bodyu.ptr, lin_damping, ang_damping); | ||
861 | } | ||
862 | |||
863 | public override void SetLinearDamping(BulletBody obj, float lin_damping) | ||
864 | { | ||
865 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
866 | BSAPICPP.SetLinearDamping2(bodyu.ptr, lin_damping); | ||
867 | } | ||
868 | |||
869 | public override void SetAngularDamping(BulletBody obj, float ang_damping) | ||
870 | { | ||
871 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
872 | BSAPICPP.SetAngularDamping2(bodyu.ptr, ang_damping); | ||
873 | } | ||
874 | |||
875 | public override float GetLinearDamping(BulletBody obj) | ||
876 | { | ||
877 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
878 | return BSAPICPP.GetLinearDamping2(bodyu.ptr); | ||
879 | } | ||
880 | |||
881 | public override float GetAngularDamping(BulletBody obj) | ||
882 | { | ||
883 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
884 | return BSAPICPP.GetAngularDamping2(bodyu.ptr); | ||
885 | } | ||
886 | |||
887 | public override float GetLinearSleepingThreshold(BulletBody obj) | ||
888 | { | ||
889 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
890 | return BSAPICPP.GetLinearSleepingThreshold2(bodyu.ptr); | ||
891 | } | ||
892 | |||
893 | public override void ApplyDamping(BulletBody obj, float timeStep) | ||
894 | { | ||
895 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
896 | BSAPICPP.ApplyDamping2(bodyu.ptr, timeStep); | ||
897 | } | ||
898 | |||
899 | public override void SetMassProps(BulletBody obj, float mass, Vector3 inertia) | ||
900 | { | ||
901 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
902 | BSAPICPP.SetMassProps2(bodyu.ptr, mass, inertia); | ||
903 | } | ||
904 | |||
905 | public override Vector3 GetLinearFactor(BulletBody obj) | ||
906 | { | ||
907 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
908 | return BSAPICPP.GetLinearFactor2(bodyu.ptr); | ||
909 | } | ||
910 | |||
911 | public override void SetLinearFactor(BulletBody obj, Vector3 factor) | ||
912 | { | ||
913 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
914 | BSAPICPP.SetLinearFactor2(bodyu.ptr, factor); | ||
915 | } | ||
916 | |||
917 | public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot) | ||
918 | { | ||
919 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
920 | BSAPICPP.SetCenterOfMassByPosRot2(bodyu.ptr, pos, rot); | ||
921 | } | ||
922 | |||
923 | // Add a force to the object as if its mass is one. | ||
924 | public override void ApplyCentralForce(BulletBody obj, Vector3 force) | ||
925 | { | ||
926 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
927 | BSAPICPP.ApplyCentralForce2(bodyu.ptr, force); | ||
928 | } | ||
929 | |||
930 | // Set the force being applied to the object as if its mass is one. | ||
931 | public override void SetObjectForce(BulletBody obj, Vector3 force) | ||
932 | { | ||
933 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
934 | BSAPICPP.SetObjectForce2(bodyu.ptr, force); | ||
935 | } | ||
936 | |||
937 | public override Vector3 GetTotalForce(BulletBody obj) | ||
938 | { | ||
939 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
940 | return BSAPICPP.GetTotalForce2(bodyu.ptr); | ||
941 | } | ||
942 | |||
943 | public override Vector3 GetTotalTorque(BulletBody obj) | ||
944 | { | ||
945 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
946 | return BSAPICPP.GetTotalTorque2(bodyu.ptr); | ||
947 | } | ||
948 | |||
949 | public override Vector3 GetInvInertiaDiagLocal(BulletBody obj) | ||
950 | { | ||
951 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
952 | return BSAPICPP.GetInvInertiaDiagLocal2(bodyu.ptr); | ||
953 | } | ||
954 | |||
955 | public override void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert) | ||
956 | { | ||
957 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
958 | BSAPICPP.SetInvInertiaDiagLocal2(bodyu.ptr, inert); | ||
959 | } | ||
960 | |||
961 | public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold) | ||
962 | { | ||
963 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
964 | BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold); | ||
965 | } | ||
966 | |||
967 | public override void ApplyTorque(BulletBody obj, Vector3 torque) | ||
968 | { | ||
969 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
970 | BSAPICPP.ApplyTorque2(bodyu.ptr, torque); | ||
971 | } | ||
972 | |||
973 | // Apply force at the given point. Will add torque to the object. | ||
974 | public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) | ||
975 | { | ||
976 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
977 | BSAPICPP.ApplyForce2(bodyu.ptr, force, pos); | ||
978 | } | ||
979 | |||
980 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | ||
981 | public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) | ||
982 | { | ||
983 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
984 | BSAPICPP.ApplyCentralImpulse2(bodyu.ptr, imp); | ||
985 | } | ||
986 | |||
987 | // Apply impulse to the object's torque. Force is scaled by object's mass. | ||
988 | public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) | ||
989 | { | ||
990 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
991 | BSAPICPP.ApplyTorqueImpulse2(bodyu.ptr, imp); | ||
992 | } | ||
993 | |||
994 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | ||
995 | public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos) | ||
996 | { | ||
997 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
998 | BSAPICPP.ApplyImpulse2(bodyu.ptr, imp, pos); | ||
999 | } | ||
1000 | |||
1001 | public override void ClearForces(BulletBody obj) | ||
1002 | { | ||
1003 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1004 | BSAPICPP.ClearForces2(bodyu.ptr); | ||
1005 | } | ||
1006 | |||
1007 | public override void ClearAllForces(BulletBody obj) | ||
1008 | { | ||
1009 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1010 | BSAPICPP.ClearAllForces2(bodyu.ptr); | ||
1011 | } | ||
1012 | |||
1013 | public override void UpdateInertiaTensor(BulletBody obj) | ||
1014 | { | ||
1015 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1016 | BSAPICPP.UpdateInertiaTensor2(bodyu.ptr); | ||
1017 | } | ||
1018 | |||
1019 | public override Vector3 GetLinearVelocity(BulletBody obj) | ||
1020 | { | ||
1021 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1022 | return BSAPICPP.GetLinearVelocity2(bodyu.ptr); | ||
1023 | } | ||
1024 | |||
1025 | public override Vector3 GetAngularVelocity(BulletBody obj) | ||
1026 | { | ||
1027 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1028 | return BSAPICPP.GetAngularVelocity2(bodyu.ptr); | ||
1029 | } | ||
1030 | |||
1031 | public override void SetLinearVelocity(BulletBody obj, Vector3 vel) | ||
1032 | { | ||
1033 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1034 | BSAPICPP.SetLinearVelocity2(bodyu.ptr, vel); | ||
1035 | } | ||
1036 | |||
1037 | public override void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity) | ||
1038 | { | ||
1039 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1040 | BSAPICPP.SetAngularVelocity2(bodyu.ptr, angularVelocity); | ||
1041 | } | ||
1042 | |||
1043 | public override Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos) | ||
1044 | { | ||
1045 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1046 | return BSAPICPP.GetVelocityInLocalPoint2(bodyu.ptr, pos); | ||
1047 | } | ||
1048 | |||
1049 | public override void Translate(BulletBody obj, Vector3 trans) | ||
1050 | { | ||
1051 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1052 | BSAPICPP.Translate2(bodyu.ptr, trans); | ||
1053 | } | ||
1054 | |||
1055 | public override void UpdateDeactivation(BulletBody obj, float timeStep) | ||
1056 | { | ||
1057 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1058 | BSAPICPP.UpdateDeactivation2(bodyu.ptr, timeStep); | ||
1059 | } | ||
1060 | |||
1061 | public override bool WantsSleeping(BulletBody obj) | ||
1062 | { | ||
1063 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1064 | return BSAPICPP.WantsSleeping2(bodyu.ptr); | ||
1065 | } | ||
1066 | |||
1067 | public override void SetAngularFactor(BulletBody obj, float factor) | ||
1068 | { | ||
1069 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1070 | BSAPICPP.SetAngularFactor2(bodyu.ptr, factor); | ||
1071 | } | ||
1072 | |||
1073 | public override void SetAngularFactorV(BulletBody obj, Vector3 factor) | ||
1074 | { | ||
1075 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1076 | BSAPICPP.SetAngularFactorV2(bodyu.ptr, factor); | ||
1077 | } | ||
1078 | |||
1079 | public override Vector3 GetAngularFactor(BulletBody obj) | ||
1080 | { | ||
1081 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1082 | return BSAPICPP.GetAngularFactor2(bodyu.ptr); | ||
1083 | } | ||
1084 | |||
1085 | public override bool IsInWorld(BulletWorld world, BulletBody obj) | ||
1086 | { | ||
1087 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1088 | return BSAPICPP.IsInWorld2(bodyu.ptr); | ||
1089 | } | ||
1090 | |||
1091 | public override void AddConstraintRef(BulletBody obj, BulletConstraint constrain) | ||
1092 | { | ||
1093 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1094 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
1095 | BSAPICPP.AddConstraintRef2(bodyu.ptr, constrainu.ptr); | ||
1096 | } | ||
1097 | |||
1098 | public override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain) | ||
1099 | { | ||
1100 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1101 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
1102 | BSAPICPP.RemoveConstraintRef2(bodyu.ptr, constrainu.ptr); | ||
1103 | } | ||
1104 | |||
1105 | public override BulletConstraint GetConstraintRef(BulletBody obj, int index) | ||
1106 | { | ||
1107 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1108 | return new BulletConstraintUnman(BSAPICPP.GetConstraintRef2(bodyu.ptr, index)); | ||
1109 | } | ||
1110 | |||
1111 | public override int GetNumConstraintRefs(BulletBody obj) | ||
1112 | { | ||
1113 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
1114 | return BSAPICPP.GetNumConstraintRefs2(bodyu.ptr); | ||
1115 | } | ||
1116 | |||
1117 | public override bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask) | ||
1118 | { | ||
1119 | BulletBodyUnman bodyu = body as BulletBodyUnman; | ||
1120 | return BSAPICPP.SetCollisionGroupMask2(bodyu.ptr, filter, mask); | ||
1121 | } | ||
1122 | |||
1123 | // ===================================================================================== | ||
1124 | // btCollisionShape entries | ||
1125 | |||
1126 | public override float GetAngularMotionDisc(BulletShape shape) | ||
1127 | { | ||
1128 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1129 | return BSAPICPP.GetAngularMotionDisc2(shapeu.ptr); | ||
1130 | } | ||
1131 | |||
1132 | public override float GetContactBreakingThreshold(BulletShape shape, float defaultFactor) | ||
1133 | { | ||
1134 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1135 | return BSAPICPP.GetContactBreakingThreshold2(shapeu.ptr, defaultFactor); | ||
1136 | } | ||
1137 | |||
1138 | public override bool IsPolyhedral(BulletShape shape) | ||
1139 | { | ||
1140 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1141 | return BSAPICPP.IsPolyhedral2(shapeu.ptr); | ||
1142 | } | ||
1143 | |||
1144 | public override bool IsConvex2d(BulletShape shape) | ||
1145 | { | ||
1146 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1147 | return BSAPICPP.IsConvex2d2(shapeu.ptr); | ||
1148 | } | ||
1149 | |||
1150 | public override bool IsConvex(BulletShape shape) | ||
1151 | { | ||
1152 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1153 | return BSAPICPP.IsConvex2(shapeu.ptr); | ||
1154 | } | ||
1155 | |||
1156 | public override bool IsNonMoving(BulletShape shape) | ||
1157 | { | ||
1158 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1159 | return BSAPICPP.IsNonMoving2(shapeu.ptr); | ||
1160 | } | ||
1161 | |||
1162 | public override bool IsConcave(BulletShape shape) | ||
1163 | { | ||
1164 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1165 | return BSAPICPP.IsConcave2(shapeu.ptr); | ||
1166 | } | ||
1167 | |||
1168 | public override bool IsCompound(BulletShape shape) | ||
1169 | { | ||
1170 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1171 | return BSAPICPP.IsCompound2(shapeu.ptr); | ||
1172 | } | ||
1173 | |||
1174 | public override bool IsSoftBody(BulletShape shape) | ||
1175 | { | ||
1176 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1177 | return BSAPICPP.IsSoftBody2(shapeu.ptr); | ||
1178 | } | ||
1179 | |||
1180 | public override bool IsInfinite(BulletShape shape) | ||
1181 | { | ||
1182 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1183 | return BSAPICPP.IsInfinite2(shapeu.ptr); | ||
1184 | } | ||
1185 | |||
1186 | public override void SetLocalScaling(BulletShape shape, Vector3 scale) | ||
1187 | { | ||
1188 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1189 | BSAPICPP.SetLocalScaling2(shapeu.ptr, scale); | ||
1190 | } | ||
1191 | |||
1192 | public override Vector3 GetLocalScaling(BulletShape shape) | ||
1193 | { | ||
1194 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1195 | return BSAPICPP.GetLocalScaling2(shapeu.ptr); | ||
1196 | } | ||
1197 | |||
1198 | public override Vector3 CalculateLocalInertia(BulletShape shape, float mass) | ||
1199 | { | ||
1200 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1201 | return BSAPICPP.CalculateLocalInertia2(shapeu.ptr, mass); | ||
1202 | } | ||
1203 | |||
1204 | public override int GetShapeType(BulletShape shape) | ||
1205 | { | ||
1206 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1207 | return BSAPICPP.GetShapeType2(shapeu.ptr); | ||
1208 | } | ||
1209 | |||
1210 | public override void SetMargin(BulletShape shape, float val) | ||
1211 | { | ||
1212 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1213 | BSAPICPP.SetMargin2(shapeu.ptr, val); | ||
1214 | } | ||
1215 | |||
1216 | public override float GetMargin(BulletShape shape) | ||
1217 | { | ||
1218 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
1219 | return BSAPICPP.GetMargin2(shapeu.ptr); | ||
1220 | } | ||
1221 | |||
1222 | // ===================================================================================== | ||
1223 | // Debugging | ||
1224 | public override void DumpRigidBody(BulletWorld world, BulletBody collisionObject) | ||
1225 | { | ||
1226 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1227 | BulletBodyUnman bodyu = collisionObject as BulletBodyUnman; | ||
1228 | BSAPICPP.DumpRigidBody2(worldu.ptr, bodyu.ptr); | ||
1229 | } | ||
1230 | |||
1231 | public override void DumpCollisionShape(BulletWorld world, BulletShape collisionShape) | ||
1232 | { | ||
1233 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1234 | BulletShapeUnman shapeu = collisionShape as BulletShapeUnman; | ||
1235 | BSAPICPP.DumpCollisionShape2(worldu.ptr, shapeu.ptr); | ||
1236 | } | ||
1237 | |||
1238 | public override void DumpConstraint(BulletWorld world, BulletConstraint constrain) | ||
1239 | { | ||
1240 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1241 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
1242 | BSAPICPP.DumpConstraint2(worldu.ptr, constrainu.ptr); | ||
1243 | } | ||
1244 | |||
1245 | public override void DumpActivationInfo(BulletWorld world) | ||
1246 | { | ||
1247 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1248 | BSAPICPP.DumpActivationInfo2(worldu.ptr); | ||
1249 | } | ||
1250 | |||
1251 | public override void DumpAllInfo(BulletWorld world) | ||
1252 | { | ||
1253 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1254 | BSAPICPP.DumpAllInfo2(worldu.ptr); | ||
1255 | } | ||
1256 | |||
1257 | public override void DumpPhysicsStatistics(BulletWorld world) | ||
1258 | { | ||
1259 | BulletWorldUnman worldu = world as BulletWorldUnman; | ||
1260 | BSAPICPP.DumpPhysicsStatistics2(worldu.ptr); | ||
1261 | } | ||
1262 | |||
1263 | // ===================================================================================== | ||
1264 | // ===================================================================================== | ||
1265 | // ===================================================================================== | ||
1266 | // ===================================================================================== | ||
1267 | // ===================================================================================== | ||
1268 | // The actual interface to the unmanaged code | ||
1269 | static class BSAPICPP | ||
1270 | { | ||
1271 | // =============================================================================== | ||
1272 | // Link back to the managed code for outputting log messages | ||
1273 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
1274 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | ||
1275 | |||
1276 | // =============================================================================== | ||
1277 | // Initialization and simulation | ||
1278 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1279 | public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | ||
1280 | int maxCollisions, IntPtr collisionArray, | ||
1281 | int maxUpdates, IntPtr updateArray, | ||
1282 | DebugLogCallback logRoutine); | ||
1283 | |||
1284 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1285 | public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
1286 | out int updatedEntityCount, out int collidersCount); | ||
1287 | |||
1288 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1289 | public static extern void Shutdown2(IntPtr sim); | ||
1290 | |||
1291 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1292 | public static extern bool PushUpdate2(IntPtr obj); | ||
1293 | |||
1294 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1295 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); | ||
1296 | |||
1297 | // ===================================================================================== | ||
1298 | // Mesh, hull, shape and body creation helper routines | ||
1299 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1300 | public static extern IntPtr CreateMeshShape2(IntPtr world, | ||
1301 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
1302 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
1303 | |||
1304 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1305 | public static extern IntPtr CreateHullShape2(IntPtr world, | ||
1306 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | ||
1307 | |||
1308 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1309 | public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape); | ||
1310 | |||
1311 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1312 | public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); | ||
1313 | |||
1314 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1315 | public static extern bool IsNativeShape2(IntPtr shape); | ||
1316 | |||
1317 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1318 | public static extern void SetShapeCollisionMargin2(IntPtr shape, float margin); | ||
1319 | |||
1320 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1321 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); | ||
1322 | |||
1323 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1324 | public static extern IntPtr CreateCompoundShape2(IntPtr sim, bool enableDynamicAabbTree); | ||
1325 | |||
1326 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1327 | public static extern int GetNumberOfCompoundChildren2(IntPtr cShape); | ||
1328 | |||
1329 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1330 | public static extern void AddChildShapeToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); | ||
1331 | |||
1332 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1333 | public static extern IntPtr GetChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx); | ||
1334 | |||
1335 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1336 | public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx); | ||
1337 | |||
1338 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1339 | public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | ||
1340 | |||
1341 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1342 | public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape); | ||
1343 | |||
1344 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1345 | public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id); | ||
1346 | |||
1347 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1348 | public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); | ||
1349 | |||
1350 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1351 | public static extern int GetBodyType2(IntPtr obj); | ||
1352 | |||
1353 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1354 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot); | ||
1355 | |||
1356 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1357 | public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, uint id, Vector3 pos, Quaternion rot); | ||
1358 | |||
1359 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1360 | public static extern IntPtr CreateGhostFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot); | ||
1361 | |||
1362 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1363 | public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | ||
1364 | |||
1365 | // ===================================================================================== | ||
1366 | // Terrain creation and helper routines | ||
1367 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1368 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); | ||
1369 | |||
1370 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1371 | public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight, | ||
1372 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, | ||
1373 | float scaleFactor, float collisionMargin); | ||
1374 | |||
1375 | // ===================================================================================== | ||
1376 | // Constraint creation and helper routines | ||
1377 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1378 | public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1379 | Vector3 frame1loc, Quaternion frame1rot, | ||
1380 | Vector3 frame2loc, Quaternion frame2rot, | ||
1381 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
1382 | |||
1383 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1384 | public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1385 | Vector3 joinPoint, | ||
1386 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
1387 | |||
1388 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1389 | public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
1390 | Vector3 pivotinA, Vector3 pivotinB, | ||
1391 | Vector3 axisInA, Vector3 axisInB, | ||
1392 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
1393 | |||
1394 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1395 | public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse); | ||
1396 | |||
1397 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1398 | public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations); | ||
1399 | |||
1400 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1401 | public static extern bool SetFrames2(IntPtr constrain, | ||
1402 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot); | ||
1403 | |||
1404 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1405 | public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi); | ||
1406 | |||
1407 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1408 | public static extern bool SetAngularLimits2(IntPtr constrain, Vector3 low, Vector3 hi); | ||
1409 | |||
1410 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1411 | public static extern bool UseFrameOffset2(IntPtr constrain, float enable); | ||
1412 | |||
1413 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1414 | public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce); | ||
1415 | |||
1416 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1417 | public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); | ||
1418 | |||
1419 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1420 | public static extern bool CalculateTransforms2(IntPtr constrain); | ||
1421 | |||
1422 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1423 | public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | ||
1424 | |||
1425 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1426 | public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); | ||
1427 | |||
1428 | // ===================================================================================== | ||
1429 | // btCollisionWorld entries | ||
1430 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1431 | public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj); | ||
1432 | |||
1433 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1434 | public static extern void UpdateAabbs2(IntPtr world); | ||
1435 | |||
1436 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1437 | public static extern bool GetForceUpdateAllAabbs2(IntPtr world); | ||
1438 | |||
1439 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1440 | public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force); | ||
1441 | |||
1442 | // ===================================================================================== | ||
1443 | // btDynamicsWorld entries | ||
1444 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1445 | public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); | ||
1446 | |||
1447 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1448 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | ||
1449 | |||
1450 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1451 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); | ||
1452 | |||
1453 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1454 | public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain); | ||
1455 | // ===================================================================================== | ||
1456 | // btCollisionObject entries | ||
1457 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1458 | public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain); | ||
1459 | |||
1460 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1461 | public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict); | ||
1462 | |||
1463 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1464 | public static extern bool HasAnisotripicFriction2(IntPtr constrain); | ||
1465 | |||
1466 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1467 | public static extern void SetContactProcessingThreshold2(IntPtr obj, float val); | ||
1468 | |||
1469 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1470 | public static extern float GetContactProcessingThreshold2(IntPtr obj); | ||
1471 | |||
1472 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1473 | public static extern bool IsStaticObject2(IntPtr obj); | ||
1474 | |||
1475 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1476 | public static extern bool IsKinematicObject2(IntPtr obj); | ||
1477 | |||
1478 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1479 | public static extern bool IsStaticOrKinematicObject2(IntPtr obj); | ||
1480 | |||
1481 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1482 | public static extern bool HasContactResponse2(IntPtr obj); | ||
1483 | |||
1484 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1485 | public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape); | ||
1486 | |||
1487 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1488 | public static extern IntPtr GetCollisionShape2(IntPtr obj); | ||
1489 | |||
1490 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1491 | public static extern int GetActivationState2(IntPtr obj); | ||
1492 | |||
1493 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1494 | public static extern void SetActivationState2(IntPtr obj, int state); | ||
1495 | |||
1496 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1497 | public static extern void SetDeactivationTime2(IntPtr obj, float dtime); | ||
1498 | |||
1499 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1500 | public static extern float GetDeactivationTime2(IntPtr obj); | ||
1501 | |||
1502 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1503 | public static extern void ForceActivationState2(IntPtr obj, ActivationState state); | ||
1504 | |||
1505 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1506 | public static extern void Activate2(IntPtr obj, bool forceActivation); | ||
1507 | |||
1508 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1509 | public static extern bool IsActive2(IntPtr obj); | ||
1510 | |||
1511 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1512 | public static extern void SetRestitution2(IntPtr obj, float val); | ||
1513 | |||
1514 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1515 | public static extern float GetRestitution2(IntPtr obj); | ||
1516 | |||
1517 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1518 | public static extern void SetFriction2(IntPtr obj, float val); | ||
1519 | |||
1520 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1521 | public static extern float GetFriction2(IntPtr obj); | ||
1522 | |||
1523 | /* Haven't defined the type 'Transform' | ||
1524 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1525 | public static extern Transform GetWorldTransform2(IntPtr obj); | ||
1526 | |||
1527 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1528 | public static extern void setWorldTransform2(IntPtr obj, Transform trans); | ||
1529 | */ | ||
1530 | |||
1531 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1532 | public static extern Vector3 GetPosition2(IntPtr obj); | ||
1533 | |||
1534 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1535 | public static extern Quaternion GetOrientation2(IntPtr obj); | ||
1536 | |||
1537 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1538 | public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation); | ||
1539 | |||
1540 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1541 | public static extern IntPtr GetBroadphaseHandle2(IntPtr obj); | ||
1542 | |||
1543 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1544 | public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle); | ||
1545 | |||
1546 | /* | ||
1547 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1548 | public static extern Transform GetInterpolationWorldTransform2(IntPtr obj); | ||
1549 | |||
1550 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1551 | public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans); | ||
1552 | */ | ||
1553 | |||
1554 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1555 | public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel); | ||
1556 | |||
1557 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1558 | public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel); | ||
1559 | |||
1560 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1561 | public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel); | ||
1562 | |||
1563 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1564 | public static extern float GetHitFraction2(IntPtr obj); | ||
1565 | |||
1566 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1567 | public static extern void SetHitFraction2(IntPtr obj, float val); | ||
1568 | |||
1569 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1570 | public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); | ||
1571 | |||
1572 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1573 | public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags); | ||
1574 | |||
1575 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1576 | public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags); | ||
1577 | |||
1578 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1579 | public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags); | ||
1580 | |||
1581 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1582 | public static extern float GetCcdMotionThreshold2(IntPtr obj); | ||
1583 | |||
1584 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1585 | public static extern void SetCcdMotionThreshold2(IntPtr obj, float val); | ||
1586 | |||
1587 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1588 | public static extern float GetCcdSweptSphereRadius2(IntPtr obj); | ||
1589 | |||
1590 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1591 | public static extern void SetCcdSweptSphereRadius2(IntPtr obj, float val); | ||
1592 | |||
1593 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1594 | public static extern IntPtr GetUserPointer2(IntPtr obj); | ||
1595 | |||
1596 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1597 | public static extern void SetUserPointer2(IntPtr obj, IntPtr val); | ||
1598 | |||
1599 | // ===================================================================================== | ||
1600 | // btRigidBody entries | ||
1601 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1602 | public static extern void ApplyGravity2(IntPtr obj); | ||
1603 | |||
1604 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1605 | public static extern void SetGravity2(IntPtr obj, Vector3 val); | ||
1606 | |||
1607 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1608 | public static extern Vector3 GetGravity2(IntPtr obj); | ||
1609 | |||
1610 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1611 | public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping); | ||
1612 | |||
1613 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1614 | public static extern void SetLinearDamping2(IntPtr obj, float lin_damping); | ||
1615 | |||
1616 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1617 | public static extern void SetAngularDamping2(IntPtr obj, float ang_damping); | ||
1618 | |||
1619 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1620 | public static extern float GetLinearDamping2(IntPtr obj); | ||
1621 | |||
1622 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1623 | public static extern float GetAngularDamping2(IntPtr obj); | ||
1624 | |||
1625 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1626 | public static extern float GetLinearSleepingThreshold2(IntPtr obj); | ||
1627 | |||
1628 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1629 | public static extern float GetAngularSleepingThreshold2(IntPtr obj); | ||
1630 | |||
1631 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1632 | public static extern void ApplyDamping2(IntPtr obj, float timeStep); | ||
1633 | |||
1634 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1635 | public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia); | ||
1636 | |||
1637 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1638 | public static extern Vector3 GetLinearFactor2(IntPtr obj); | ||
1639 | |||
1640 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1641 | public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor); | ||
1642 | |||
1643 | /* | ||
1644 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1645 | public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans); | ||
1646 | */ | ||
1647 | |||
1648 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1649 | public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot); | ||
1650 | |||
1651 | // Add a force to the object as if its mass is one. | ||
1652 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1653 | public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force); | ||
1654 | |||
1655 | // Set the force being applied to the object as if its mass is one. | ||
1656 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1657 | public static extern void SetObjectForce2(IntPtr obj, Vector3 force); | ||
1658 | |||
1659 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1660 | public static extern Vector3 GetTotalForce2(IntPtr obj); | ||
1661 | |||
1662 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1663 | public static extern Vector3 GetTotalTorque2(IntPtr obj); | ||
1664 | |||
1665 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1666 | public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj); | ||
1667 | |||
1668 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1669 | public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert); | ||
1670 | |||
1671 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1672 | public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold); | ||
1673 | |||
1674 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1675 | public static extern void ApplyTorque2(IntPtr obj, Vector3 torque); | ||
1676 | |||
1677 | // Apply force at the given point. Will add torque to the object. | ||
1678 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1679 | public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos); | ||
1680 | |||
1681 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | ||
1682 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1683 | public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp); | ||
1684 | |||
1685 | // Apply impulse to the object's torque. Force is scaled by object's mass. | ||
1686 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1687 | public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp); | ||
1688 | |||
1689 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | ||
1690 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1691 | public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos); | ||
1692 | |||
1693 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1694 | public static extern void ClearForces2(IntPtr obj); | ||
1695 | |||
1696 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1697 | public static extern void ClearAllForces2(IntPtr obj); | ||
1698 | |||
1699 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1700 | public static extern void UpdateInertiaTensor2(IntPtr obj); | ||
1701 | |||
1702 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1703 | public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj); | ||
1704 | |||
1705 | /* | ||
1706 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1707 | public static extern Transform GetCenterOfMassTransform2(IntPtr obj); | ||
1708 | */ | ||
1709 | |||
1710 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1711 | public static extern Vector3 GetLinearVelocity2(IntPtr obj); | ||
1712 | |||
1713 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1714 | public static extern Vector3 GetAngularVelocity2(IntPtr obj); | ||
1715 | |||
1716 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1717 | public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val); | ||
1718 | |||
1719 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1720 | public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity); | ||
1721 | |||
1722 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1723 | public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos); | ||
1724 | |||
1725 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1726 | public static extern void Translate2(IntPtr obj, Vector3 trans); | ||
1727 | |||
1728 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1729 | public static extern void UpdateDeactivation2(IntPtr obj, float timeStep); | ||
1730 | |||
1731 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1732 | public static extern bool WantsSleeping2(IntPtr obj); | ||
1733 | |||
1734 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1735 | public static extern void SetAngularFactor2(IntPtr obj, float factor); | ||
1736 | |||
1737 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1738 | public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor); | ||
1739 | |||
1740 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1741 | public static extern Vector3 GetAngularFactor2(IntPtr obj); | ||
1742 | |||
1743 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1744 | public static extern bool IsInWorld2(IntPtr obj); | ||
1745 | |||
1746 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1747 | public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain); | ||
1748 | |||
1749 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1750 | public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain); | ||
1751 | |||
1752 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1753 | public static extern IntPtr GetConstraintRef2(IntPtr obj, int index); | ||
1754 | |||
1755 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1756 | public static extern int GetNumConstraintRefs2(IntPtr obj); | ||
1757 | |||
1758 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1759 | public static extern bool SetCollisionGroupMask2(IntPtr body, uint filter, uint mask); | ||
1760 | |||
1761 | // ===================================================================================== | ||
1762 | // btCollisionShape entries | ||
1763 | |||
1764 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1765 | public static extern float GetAngularMotionDisc2(IntPtr shape); | ||
1766 | |||
1767 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1768 | public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor); | ||
1769 | |||
1770 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1771 | public static extern bool IsPolyhedral2(IntPtr shape); | ||
1772 | |||
1773 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1774 | public static extern bool IsConvex2d2(IntPtr shape); | ||
1775 | |||
1776 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1777 | public static extern bool IsConvex2(IntPtr shape); | ||
1778 | |||
1779 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1780 | public static extern bool IsNonMoving2(IntPtr shape); | ||
1781 | |||
1782 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1783 | public static extern bool IsConcave2(IntPtr shape); | ||
1784 | |||
1785 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1786 | public static extern bool IsCompound2(IntPtr shape); | ||
1787 | |||
1788 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1789 | public static extern bool IsSoftBody2(IntPtr shape); | ||
1790 | |||
1791 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1792 | public static extern bool IsInfinite2(IntPtr shape); | ||
1793 | |||
1794 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1795 | public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale); | ||
1796 | |||
1797 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1798 | public static extern Vector3 GetLocalScaling2(IntPtr shape); | ||
1799 | |||
1800 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1801 | public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass); | ||
1802 | |||
1803 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1804 | public static extern int GetShapeType2(IntPtr shape); | ||
1805 | |||
1806 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1807 | public static extern void SetMargin2(IntPtr shape, float val); | ||
1808 | |||
1809 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1810 | public static extern float GetMargin2(IntPtr shape); | ||
1811 | |||
1812 | // ===================================================================================== | ||
1813 | // Debugging | ||
1814 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1815 | public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject); | ||
1816 | |||
1817 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1818 | public static extern void DumpCollisionShape2(IntPtr sim, IntPtr collisionShape); | ||
1819 | |||
1820 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1821 | public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo); | ||
1822 | |||
1823 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1824 | public static extern void DumpConstraint2(IntPtr sim, IntPtr constrain); | ||
1825 | |||
1826 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1827 | public static extern void DumpActivationInfo2(IntPtr sim); | ||
1828 | |||
1829 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1830 | public static extern void DumpAllInfo2(IntPtr sim); | ||
1831 | |||
1832 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1833 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | ||
1834 | |||
1835 | } | ||
1836 | |||
1837 | } | ||
1838 | |||
1839 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs new file mode 100755 index 0000000..30a7bee --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -0,0 +1,1622 @@ | |||
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 | |||
133 | private static int m_collisionsThisFrame; | ||
134 | private BSScene PhysicsScene { get; set; } | ||
135 | |||
136 | public override string BulletEngineName { get { return "BulletXNA"; } } | ||
137 | public override string BulletEngineVersion { get; protected set; } | ||
138 | |||
139 | public BSAPIXNA(string paramName, BSScene physScene) | ||
140 | { | ||
141 | PhysicsScene = physScene; | ||
142 | } | ||
143 | |||
144 | /// <summary> | ||
145 | /// | ||
146 | /// </summary> | ||
147 | /// <param name="p"></param> | ||
148 | /// <param name="p_2"></param> | ||
149 | public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody) | ||
150 | { | ||
151 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
152 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
153 | world.RemoveRigidBody(body); | ||
154 | return true; | ||
155 | } | ||
156 | |||
157 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) | ||
158 | { | ||
159 | /* TODO */ | ||
160 | return false; | ||
161 | } | ||
162 | |||
163 | public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain) | ||
164 | { | ||
165 | /* TODO */ | ||
166 | return false; | ||
167 | } | ||
168 | |||
169 | public override void SetRestitution(BulletBody pBody, float pRestitution) | ||
170 | { | ||
171 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
172 | body.SetRestitution(pRestitution); | ||
173 | } | ||
174 | |||
175 | public override int GetShapeType(BulletShape pShape) | ||
176 | { | ||
177 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
178 | return (int)shape.GetShapeType(); | ||
179 | } | ||
180 | public override void SetMargin(BulletShape pShape, float pMargin) | ||
181 | { | ||
182 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
183 | shape.SetMargin(pMargin); | ||
184 | } | ||
185 | |||
186 | public override float GetMargin(BulletShape pShape) | ||
187 | { | ||
188 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
189 | return shape.GetMargin(); | ||
190 | } | ||
191 | |||
192 | public override void SetLocalScaling(BulletShape pShape, Vector3 pScale) | ||
193 | { | ||
194 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
195 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
196 | shape.SetLocalScaling(ref vec); | ||
197 | |||
198 | } | ||
199 | |||
200 | public override void SetContactProcessingThreshold(BulletBody pBody, float contactprocessingthreshold) | ||
201 | { | ||
202 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
203 | body.SetContactProcessingThreshold(contactprocessingthreshold); | ||
204 | } | ||
205 | |||
206 | public override void SetCcdMotionThreshold(BulletBody pBody, float pccdMotionThreashold) | ||
207 | { | ||
208 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
209 | body.SetCcdMotionThreshold(pccdMotionThreashold); | ||
210 | } | ||
211 | |||
212 | public override void SetCcdSweptSphereRadius(BulletBody pBody, float pCcdSweptSphereRadius) | ||
213 | { | ||
214 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
215 | body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); | ||
216 | } | ||
217 | |||
218 | public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor) | ||
219 | { | ||
220 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
221 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); | ||
222 | } | ||
223 | |||
224 | public override CollisionFlags AddToCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags) | ||
225 | { | ||
226 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
227 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
228 | existingcollisionFlags |= pcollisionFlags; | ||
229 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
230 | return (CollisionFlags) (uint) existingcollisionFlags; | ||
231 | } | ||
232 | |||
233 | public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) | ||
234 | { | ||
235 | // Bullet resets several variables when an object is added to the world. In particular, | ||
236 | // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic | ||
237 | // type. Of course, the collision flags in the broadphase proxy are initialized to default. | ||
238 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
239 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
240 | |||
241 | IndexedMatrix origPos = body.GetWorldTransform(); | ||
242 | IndexedVector3 origGrav = body.GetGravity(); | ||
243 | |||
244 | //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) | ||
245 | |||
246 | world.AddRigidBody(body); | ||
247 | |||
248 | body.SetWorldTransform(origPos); | ||
249 | body.SetGravity(origGrav); | ||
250 | |||
251 | pBody.ApplyCollisionMask(pWorld.physicsScene); | ||
252 | |||
253 | //if (body.GetBroadphaseHandle() != null) | ||
254 | // world.UpdateSingleAabb(body); | ||
255 | return true; | ||
256 | } | ||
257 | |||
258 | public override void ForceActivationState(BulletBody pBody, ActivationState pActivationState) | ||
259 | { | ||
260 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
261 | body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); | ||
262 | } | ||
263 | |||
264 | public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pBody) | ||
265 | { | ||
266 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
267 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
268 | world.UpdateSingleAabb(body); | ||
269 | } | ||
270 | |||
271 | public override void UpdateAabbs(BulletWorld world) { /* TODO */ } | ||
272 | public override bool GetForceUpdateAllAabbs(BulletWorld world) { /* TODO */ return false; } | ||
273 | public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) { /* TODO */ } | ||
274 | |||
275 | public override bool SetCollisionGroupMask(BulletBody pBody, uint pGroup, uint pMask) | ||
276 | { | ||
277 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
278 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
279 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
280 | if ((uint) body.GetBroadphaseHandle().m_collisionFilterGroup == 0) | ||
281 | return false; | ||
282 | return true; | ||
283 | } | ||
284 | |||
285 | public override void ClearAllForces(BulletBody pBody) | ||
286 | { | ||
287 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
288 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); | ||
289 | body.SetInterpolationLinearVelocity(ref zeroVector); | ||
290 | body.SetInterpolationAngularVelocity(ref zeroVector); | ||
291 | IndexedMatrix bodytransform = body.GetWorldTransform(); | ||
292 | |||
293 | body.SetInterpolationWorldTransform(ref bodytransform); | ||
294 | |||
295 | if (body is RigidBody) | ||
296 | { | ||
297 | RigidBody rigidbody = body as RigidBody; | ||
298 | rigidbody.SetLinearVelocity(zeroVector); | ||
299 | rigidbody.SetAngularVelocity(zeroVector); | ||
300 | rigidbody.ClearForces(); | ||
301 | } | ||
302 | } | ||
303 | |||
304 | public override void SetInterpolationAngularVelocity(BulletBody pBody, Vector3 pVector3) | ||
305 | { | ||
306 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
307 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
308 | body.SetInterpolationAngularVelocity(ref vec); | ||
309 | } | ||
310 | |||
311 | public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3) | ||
312 | { | ||
313 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
314 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
315 | body.SetAngularVelocity(ref vec); | ||
316 | } | ||
317 | public override Vector3 GetTotalForce(BulletBody pBody) | ||
318 | { | ||
319 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
320 | IndexedVector3 iv3 = body.GetTotalForce(); | ||
321 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
322 | } | ||
323 | public override Vector3 GetTotalTorque(BulletBody pBody) | ||
324 | { | ||
325 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
326 | IndexedVector3 iv3 = body.GetTotalTorque(); | ||
327 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
328 | } | ||
329 | public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody) | ||
330 | { | ||
331 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
332 | IndexedVector3 iv3 = body.GetInvInertiaDiagLocal(); | ||
333 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
334 | } | ||
335 | public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert) | ||
336 | { | ||
337 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
338 | IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z); | ||
339 | body.SetInvInertiaDiagLocal(ref iv3); | ||
340 | } | ||
341 | public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos) | ||
342 | { | ||
343 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
344 | IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z); | ||
345 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
346 | body.ApplyForce(ref forceiv3, ref posiv3); | ||
347 | } | ||
348 | public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos) | ||
349 | { | ||
350 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
351 | IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z); | ||
352 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
353 | body.ApplyImpulse(ref impiv3, ref posiv3); | ||
354 | } | ||
355 | |||
356 | public override void ClearForces(BulletBody pBody) | ||
357 | { | ||
358 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
359 | body.ClearForces(); | ||
360 | } | ||
361 | |||
362 | public override void SetTranslation(BulletBody pBody, Vector3 _position, Quaternion _orientation) | ||
363 | { | ||
364 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
365 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
366 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
367 | _orientation.W); | ||
368 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
369 | mat._origin = vposition; | ||
370 | body.SetWorldTransform(mat); | ||
371 | |||
372 | } | ||
373 | |||
374 | public override Vector3 GetPosition(BulletBody pBody) | ||
375 | { | ||
376 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
377 | IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin; | ||
378 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
379 | } | ||
380 | |||
381 | public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass) | ||
382 | { | ||
383 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
384 | IndexedVector3 inertia = IndexedVector3.Zero; | ||
385 | shape.CalculateLocalInertia(pphysMass, out inertia); | ||
386 | return new Vector3(inertia.X, inertia.Y, inertia.Z); | ||
387 | } | ||
388 | |||
389 | public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia) | ||
390 | { | ||
391 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
392 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); | ||
393 | body.SetMassProps(pphysMass, inertia); | ||
394 | } | ||
395 | |||
396 | |||
397 | public override void SetObjectForce(BulletBody pBody, Vector3 _force) | ||
398 | { | ||
399 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
400 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); | ||
401 | body.SetTotalForce(ref force); | ||
402 | } | ||
403 | |||
404 | public override void SetFriction(BulletBody pBody, float _currentFriction) | ||
405 | { | ||
406 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
407 | body.SetFriction(_currentFriction); | ||
408 | } | ||
409 | |||
410 | public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity) | ||
411 | { | ||
412 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
413 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); | ||
414 | body.SetLinearVelocity(velocity); | ||
415 | } | ||
416 | |||
417 | public override void Activate(BulletBody pBody, bool pforceactivation) | ||
418 | { | ||
419 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
420 | body.Activate(pforceactivation); | ||
421 | |||
422 | } | ||
423 | |||
424 | public override Quaternion GetOrientation(BulletBody pBody) | ||
425 | { | ||
426 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
427 | IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation(); | ||
428 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); | ||
429 | } | ||
430 | |||
431 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags) | ||
432 | { | ||
433 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
434 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
435 | existingcollisionFlags &= ~pcollisionFlags; | ||
436 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
437 | return (CollisionFlags)(uint)existingcollisionFlags; | ||
438 | } | ||
439 | |||
440 | public override float GetCcdMotionThreshold(BulletBody obj) { /* TODO */ return 0f; } | ||
441 | |||
442 | public override float GetCcdSweptSphereRadius(BulletBody obj) { /* TODO */ return 0f; } | ||
443 | |||
444 | public override IntPtr GetUserPointer(BulletBody obj) { /* TODO */ return IntPtr.Zero; } | ||
445 | |||
446 | public override void SetUserPointer(BulletBody obj, IntPtr val) { /* TODO */ } | ||
447 | |||
448 | public override void SetGravity(BulletBody pBody, Vector3 pGravity) | ||
449 | { | ||
450 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
451 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); | ||
452 | body.SetGravity(gravity); | ||
453 | } | ||
454 | |||
455 | public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint) | ||
456 | { | ||
457 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
458 | TypedConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain; | ||
459 | world.RemoveConstraint(constraint); | ||
460 | return true; | ||
461 | } | ||
462 | |||
463 | public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | ||
464 | { | ||
465 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
466 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
467 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
468 | constraint.SetLinearLowerLimit(lowlimit); | ||
469 | constraint.SetLinearUpperLimit(highlimit); | ||
470 | return true; | ||
471 | } | ||
472 | |||
473 | public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) | ||
474 | { | ||
475 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
476 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
477 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
478 | constraint.SetAngularLowerLimit(lowlimit); | ||
479 | constraint.SetAngularUpperLimit(highlimit); | ||
480 | return true; | ||
481 | } | ||
482 | |||
483 | public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt) | ||
484 | { | ||
485 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
486 | constraint.SetOverrideNumSolverIterations((int)cnt); | ||
487 | } | ||
488 | |||
489 | public override bool CalculateTransforms(BulletConstraint pConstraint) | ||
490 | { | ||
491 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
492 | constraint.CalculateTransforms(); | ||
493 | return true; | ||
494 | } | ||
495 | |||
496 | public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2) | ||
497 | { | ||
498 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
499 | constraint.SetEnabled((p_2 == 0) ? false : true); | ||
500 | } | ||
501 | |||
502 | |||
503 | //BulletSimAPI.Create6DofConstraint(m_world.ptr, m_body1.ptr, m_body2.ptr,frame1, frame1rot,frame2, frame2rot,useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
504 | public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
505 | |||
506 | { | ||
507 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
508 | RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody; | ||
509 | RigidBody body2 = ((BulletBodyXNA)pBody2).rigidBody; | ||
510 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
511 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
512 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
513 | frame1._origin = frame1v; | ||
514 | |||
515 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
516 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
517 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
518 | frame2._origin = frame1v; | ||
519 | |||
520 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, | ||
521 | puseLinearReferenceFrameA); | ||
522 | consttr.CalculateTransforms(); | ||
523 | world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); | ||
524 | |||
525 | return new BulletConstraintXNA(consttr); | ||
526 | } | ||
527 | |||
528 | |||
529 | /// <summary> | ||
530 | /// | ||
531 | /// </summary> | ||
532 | /// <param name="pWorld"></param> | ||
533 | /// <param name="pBody1"></param> | ||
534 | /// <param name="pBody2"></param> | ||
535 | /// <param name="pjoinPoint"></param> | ||
536 | /// <param name="puseLinearReferenceFrameA"></param> | ||
537 | /// <param name="pdisableCollisionsBetweenLinkedBodies"></param> | ||
538 | /// <returns></returns> | ||
539 | public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
540 | { | ||
541 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
542 | RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody; | ||
543 | RigidBody body2 = ((BulletBodyXNA)pBody2).rigidBody; | ||
544 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
545 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
546 | |||
547 | IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
548 | IndexedMatrix mat = IndexedMatrix.Identity; | ||
549 | mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
550 | frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint; | ||
551 | frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint; | ||
552 | |||
553 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); | ||
554 | consttr.CalculateTransforms(); | ||
555 | world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies); | ||
556 | |||
557 | return new BulletConstraintXNA(consttr); | ||
558 | } | ||
559 | //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | ||
560 | public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) | ||
561 | { | ||
562 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
563 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
564 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
565 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
566 | frame1._origin = frame1v; | ||
567 | |||
568 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
569 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
570 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
571 | frame2._origin = frame1v; | ||
572 | constraint.SetFrames(ref frame1, ref frame2); | ||
573 | return true; | ||
574 | } | ||
575 | |||
576 | public override Vector3 GetLinearVelocity(BulletBody pBody) | ||
577 | { | ||
578 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
579 | IndexedVector3 iv3 = body.GetLinearVelocity(); | ||
580 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
581 | } | ||
582 | public override Vector3 GetAngularVelocity(BulletBody pBody) | ||
583 | { | ||
584 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
585 | IndexedVector3 iv3 = body.GetAngularVelocity(); | ||
586 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
587 | } | ||
588 | public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos) | ||
589 | { | ||
590 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
591 | IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); | ||
592 | IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3); | ||
593 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
594 | } | ||
595 | public override void Translate(BulletBody pBody, Vector3 trans) | ||
596 | { | ||
597 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
598 | } | ||
599 | public override void UpdateDeactivation(BulletBody pBody, float timeStep) | ||
600 | { | ||
601 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
602 | body.UpdateDeactivation(timeStep); | ||
603 | } | ||
604 | |||
605 | public override bool WantsSleeping(BulletBody pBody) | ||
606 | { | ||
607 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
608 | return body.WantsSleeping(); | ||
609 | } | ||
610 | |||
611 | public override void SetAngularFactor(BulletBody pBody, float factor) | ||
612 | { | ||
613 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
614 | body.SetAngularFactor(factor); | ||
615 | } | ||
616 | |||
617 | public override Vector3 GetAngularFactor(BulletBody pBody) | ||
618 | { | ||
619 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
620 | IndexedVector3 iv3 = body.GetAngularFactor(); | ||
621 | return new Vector3(iv3.X, iv3.Y, iv3.Z); | ||
622 | } | ||
623 | |||
624 | public override bool IsInWorld(BulletWorld pWorld, BulletBody pBody) | ||
625 | { | ||
626 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
627 | CollisionObject body = ((BulletBodyXNA)pBody).body; | ||
628 | return world.IsInWorld(body); | ||
629 | } | ||
630 | |||
631 | public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstrain) | ||
632 | { | ||
633 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
634 | TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain; | ||
635 | body.AddConstraintRef(constrain); | ||
636 | } | ||
637 | |||
638 | public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstrain) | ||
639 | { | ||
640 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
641 | TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain; | ||
642 | body.RemoveConstraintRef(constrain); | ||
643 | } | ||
644 | |||
645 | public override BulletConstraint GetConstraintRef(BulletBody pBody, int index) | ||
646 | { | ||
647 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
648 | return new BulletConstraintXNA(body.GetConstraintRef(index)); | ||
649 | } | ||
650 | |||
651 | public override int GetNumConstraintRefs(BulletBody pBody) | ||
652 | { | ||
653 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
654 | return body.GetNumConstraintRefs(); | ||
655 | } | ||
656 | |||
657 | public override void SetInterpolationLinearVelocity(BulletBody pBody, Vector3 VehicleVelocity) | ||
658 | { | ||
659 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
660 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); | ||
661 | body.SetInterpolationLinearVelocity(ref velocity); | ||
662 | } | ||
663 | |||
664 | public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff) | ||
665 | { | ||
666 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
667 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); | ||
668 | return true; | ||
669 | } | ||
670 | //SetBreakingImpulseThreshold(m_constraint.ptr, threshold); | ||
671 | public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold) | ||
672 | { | ||
673 | Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
674 | constraint.SetBreakingImpulseThreshold(threshold); | ||
675 | return true; | ||
676 | } | ||
677 | //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); | ||
678 | public override void SetAngularDamping(BulletBody pBody, float angularDamping) | ||
679 | { | ||
680 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
681 | float lineardamping = body.GetLinearDamping(); | ||
682 | body.SetDamping(lineardamping, angularDamping); | ||
683 | |||
684 | } | ||
685 | |||
686 | public override void UpdateInertiaTensor(BulletBody pBody) | ||
687 | { | ||
688 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
689 | body.UpdateInertiaTensor(); | ||
690 | } | ||
691 | |||
692 | public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape) | ||
693 | { | ||
694 | CompoundShape shape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape; | ||
695 | shape.RecalculateLocalAabb(); | ||
696 | } | ||
697 | |||
698 | //BulletSimAPI.GetCollisionFlags(PhysBody.ptr) | ||
699 | public override CollisionFlags GetCollisionFlags(BulletBody pBody) | ||
700 | { | ||
701 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
702 | uint flags = (uint)body.GetCollisionFlags(); | ||
703 | return (CollisionFlags) flags; | ||
704 | } | ||
705 | |||
706 | public override void SetDamping(BulletBody pBody, float pLinear, float pAngular) | ||
707 | { | ||
708 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
709 | body.SetDamping(pLinear, pAngular); | ||
710 | } | ||
711 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); | ||
712 | public override void SetDeactivationTime(BulletBody pBody, float pDeactivationTime) | ||
713 | { | ||
714 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
715 | body.SetDeactivationTime(pDeactivationTime); | ||
716 | } | ||
717 | //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | ||
718 | public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) | ||
719 | { | ||
720 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
721 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); | ||
722 | } | ||
723 | |||
724 | public override CollisionObjectTypes GetBodyType(BulletBody pBody) | ||
725 | { | ||
726 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
727 | return (CollisionObjectTypes)(int) body.GetInternalType(); | ||
728 | } | ||
729 | |||
730 | public override void ApplyGravity(BulletBody obj) { /* TODO */ } | ||
731 | |||
732 | public override Vector3 GetGravity(BulletBody obj) { /* TODO */ return Vector3.Zero; } | ||
733 | |||
734 | public override void SetLinearDamping(BulletBody obj, float lin_damping) { /* TODO */ } | ||
735 | |||
736 | public override float GetLinearDamping(BulletBody obj) { /* TODO */ return 0f; } | ||
737 | |||
738 | public override float GetAngularDamping(BulletBody obj) { /* TODO */ return 0f; } | ||
739 | |||
740 | public override float GetLinearSleepingThreshold(BulletBody obj) { /* TODO */ return 0f; } | ||
741 | |||
742 | public override void ApplyDamping(BulletBody obj, float timeStep) { /* TODO */ } | ||
743 | |||
744 | public override Vector3 GetLinearFactor(BulletBody obj) { /* TODO */ return Vector3.Zero; } | ||
745 | |||
746 | public override void SetLinearFactor(BulletBody obj, Vector3 factor) { /* TODO */ } | ||
747 | |||
748 | public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot) { /* TODO */ } | ||
749 | |||
750 | //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum); | ||
751 | public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum) | ||
752 | { | ||
753 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
754 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
755 | body.ApplyCentralForce(ref fSum); | ||
756 | } | ||
757 | public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum) | ||
758 | { | ||
759 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
760 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
761 | body.ApplyCentralImpulse(ref fSum); | ||
762 | } | ||
763 | public override void ApplyTorque(BulletBody pBody, Vector3 pfSum) | ||
764 | { | ||
765 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
766 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
767 | body.ApplyTorque(ref fSum); | ||
768 | } | ||
769 | public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum) | ||
770 | { | ||
771 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
772 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
773 | body.ApplyTorqueImpulse(ref fSum); | ||
774 | } | ||
775 | |||
776 | public override void DumpRigidBody(BulletWorld p, BulletBody p_2) | ||
777 | { | ||
778 | //TODO: | ||
779 | } | ||
780 | |||
781 | public override void DumpCollisionShape(BulletWorld p, BulletShape p_2) | ||
782 | { | ||
783 | //TODO: | ||
784 | } | ||
785 | public override void DumpConstraint(BulletWorld world, BulletConstraint constrain) | ||
786 | { | ||
787 | //TODO: | ||
788 | } | ||
789 | |||
790 | public override void DumpActivationInfo(BulletWorld world) | ||
791 | { | ||
792 | //TODO: | ||
793 | } | ||
794 | |||
795 | public override void DumpAllInfo(BulletWorld world) | ||
796 | { | ||
797 | //TODO: | ||
798 | } | ||
799 | |||
800 | public override void DumpPhysicsStatistics(BulletWorld world) | ||
801 | { | ||
802 | //TODO: | ||
803 | } | ||
804 | |||
805 | public override void DestroyObject(BulletWorld p, BulletBody p_2) | ||
806 | { | ||
807 | //TODO: | ||
808 | } | ||
809 | |||
810 | public override void Shutdown(BulletWorld pWorld) | ||
811 | { | ||
812 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
813 | world.Cleanup(); | ||
814 | } | ||
815 | |||
816 | public override BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id) | ||
817 | { | ||
818 | return null; | ||
819 | } | ||
820 | |||
821 | public override bool DeleteCollisionShape(BulletWorld p, BulletShape p_2) | ||
822 | { | ||
823 | //TODO: | ||
824 | return false; | ||
825 | } | ||
826 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
827 | |||
828 | public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
829 | { | ||
830 | CollisionWorld world = ((BulletWorldXNA)pWorld).world; | ||
831 | IndexedMatrix mat = | ||
832 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
833 | pRawOrientation.Z, pRawOrientation.W)); | ||
834 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
835 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
836 | //UpdateSingleAabb(world, shape); | ||
837 | // TODO: Feed Update array into null | ||
838 | RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero); | ||
839 | |||
840 | body.SetUserPointer(pLocalID); | ||
841 | return new BulletBodyXNA(pLocalID, body); | ||
842 | } | ||
843 | |||
844 | |||
845 | public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
846 | { | ||
847 | |||
848 | IndexedMatrix mat = | ||
849 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
850 | pRawOrientation.Z, pRawOrientation.W)); | ||
851 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
852 | |||
853 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
854 | |||
855 | // TODO: Feed Update array into null | ||
856 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); | ||
857 | body.SetWorldTransform(mat); | ||
858 | body.SetUserPointer(pLocalID); | ||
859 | return new BulletBodyXNA(pLocalID, body); | ||
860 | } | ||
861 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
862 | public override CollisionFlags SetCollisionFlags(BulletBody pBody, CollisionFlags collisionFlags) | ||
863 | { | ||
864 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
865 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); | ||
866 | return (CollisionFlags)body.GetCollisionFlags(); | ||
867 | } | ||
868 | |||
869 | public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return Vector3.Zero; } | ||
870 | public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } | ||
871 | public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; } | ||
872 | public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; } | ||
873 | public override bool IsStaticObject(BulletBody pBody) { /* TODO */ return false; } | ||
874 | public override bool IsKinematicObject(BulletBody pBody) { /* TODO */ return false; } | ||
875 | public override bool IsStaticOrKinematicObject(BulletBody pBody) { /* TODO */ return false; } | ||
876 | public override bool HasContactResponse(BulletBody pBody) { /* TODO */ return false; } | ||
877 | public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; } | ||
878 | public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ } | ||
879 | public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; } | ||
880 | public override bool IsActive(BulletBody pBody) { /* TODO */ return false; } | ||
881 | public override float GetRestitution(BulletBody pBody) { /* TODO */ return 0f; } | ||
882 | public override float GetFriction(BulletBody pBody) { /* TODO */ return 0f; } | ||
883 | public override void SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel) { /* TODO */ } | ||
884 | public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; } | ||
885 | |||
886 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
887 | public override void SetHitFraction(BulletBody pBody, float pHitFraction) | ||
888 | { | ||
889 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
890 | body.SetHitFraction(pHitFraction); | ||
891 | } | ||
892 | //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale); | ||
893 | public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale) | ||
894 | { | ||
895 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
896 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
897 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); | ||
898 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
899 | capsuleShapeZ.SetLocalScaling(ref scale); | ||
900 | |||
901 | return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE); ; | ||
902 | } | ||
903 | |||
904 | public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | ||
905 | int maxCollisions, ref CollisionDesc[] collisionArray, | ||
906 | int maxUpdates, ref EntityProperties[] updateArray | ||
907 | ) | ||
908 | { | ||
909 | /* TODO */ | ||
910 | return new BulletWorldXNA(1, null, null); | ||
911 | } | ||
912 | |||
913 | private static object Initialize2(Vector3 worldExtent, | ||
914 | ConfigurationParameters[] o, | ||
915 | int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, | ||
916 | int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, | ||
917 | object mDebugLogCallbackHandle) | ||
918 | { | ||
919 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | ||
920 | |||
921 | p.angularDamping = o[0].XangularDamping; | ||
922 | p.defaultFriction = o[0].defaultFriction; | ||
923 | p.defaultFriction = o[0].defaultFriction; | ||
924 | p.defaultDensity = o[0].defaultDensity; | ||
925 | p.defaultRestitution = o[0].defaultRestitution; | ||
926 | p.collisionMargin = o[0].collisionMargin; | ||
927 | p.gravity = o[0].gravity; | ||
928 | |||
929 | p.linearDamping = o[0].XlinearDamping; | ||
930 | p.angularDamping = o[0].XangularDamping; | ||
931 | p.deactivationTime = o[0].XdeactivationTime; | ||
932 | p.linearSleepingThreshold = o[0].XlinearSleepingThreshold; | ||
933 | p.angularSleepingThreshold = o[0].XangularSleepingThreshold; | ||
934 | p.ccdMotionThreshold = o[0].XccdMotionThreshold; | ||
935 | p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius; | ||
936 | p.contactProcessingThreshold = o[0].XcontactProcessingThreshold; | ||
937 | |||
938 | p.terrainImplementation = o[0].XterrainImplementation; | ||
939 | p.terrainFriction = o[0].XterrainFriction; | ||
940 | |||
941 | p.terrainHitFraction = o[0].XterrainHitFraction; | ||
942 | p.terrainRestitution = o[0].XterrainRestitution; | ||
943 | p.terrainCollisionMargin = o[0].XterrainCollisionMargin; | ||
944 | |||
945 | p.avatarFriction = o[0].XavatarFriction; | ||
946 | p.avatarStandingFriction = o[0].XavatarStandingFriction; | ||
947 | p.avatarDensity = o[0].XavatarDensity; | ||
948 | p.avatarRestitution = o[0].XavatarRestitution; | ||
949 | p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth; | ||
950 | p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth; | ||
951 | p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight; | ||
952 | p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold; | ||
953 | |||
954 | p.vehicleAngularDamping = o[0].XvehicleAngularDamping; | ||
955 | |||
956 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | ||
957 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | ||
958 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; | ||
959 | p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs; | ||
960 | p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder; | ||
961 | p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands; | ||
962 | p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; | ||
963 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; | ||
964 | |||
965 | p.linksetImplementation = o[0].XlinksetImplementation; | ||
966 | p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset; | ||
967 | p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor; | ||
968 | p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel; | ||
969 | p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce; | ||
970 | p.linkConstraintERP = o[0].XlinkConstraintERP; | ||
971 | p.linkConstraintCFM = o[0].XlinkConstraintCFM; | ||
972 | p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations; | ||
973 | p.physicsLoggingFrames = o[0].XphysicsLoggingFrames; | ||
974 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | ||
975 | |||
976 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | ||
977 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); | ||
978 | |||
979 | |||
980 | if (p.maxPersistantManifoldPoolSize > 0) | ||
981 | cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize; | ||
982 | if (p.shouldDisableContactPoolDynamicAllocation !=0) | ||
983 | m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION); | ||
984 | //if (p.maxCollisionAlgorithmPoolSize >0 ) | ||
985 | |||
986 | DbvtBroadphase m_broadphase = new DbvtBroadphase(); | ||
987 | //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0); | ||
988 | //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256); | ||
989 | |||
990 | //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true); | ||
991 | m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback()); | ||
992 | |||
993 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); | ||
994 | |||
995 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); | ||
996 | world.UpdatedObjects = updateArray; | ||
997 | world.UpdatedCollisions = collisionArray; | ||
998 | world.WorldSettings.Params = p; | ||
999 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); | ||
1000 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; | ||
1001 | if (p.shouldRandomizeSolverOrder != 0) | ||
1002 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER; | ||
1003 | |||
1004 | world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0); | ||
1005 | //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port | ||
1006 | |||
1007 | if (p.shouldEnableFrictionCaching != 0) | ||
1008 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING; | ||
1009 | |||
1010 | if (p.numberOfSolverIterations > 0) | ||
1011 | world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations; | ||
1012 | |||
1013 | |||
1014 | world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping; | ||
1015 | world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution; | ||
1016 | world.GetSolverInfo().m_globalCfm = 0.0f; | ||
1017 | world.GetSolverInfo().m_tau = 0.6f; | ||
1018 | world.GetSolverInfo().m_friction = 0.3f; | ||
1019 | world.GetSolverInfo().m_maxErrorReduction = 20f; | ||
1020 | world.GetSolverInfo().m_numIterations = 10; | ||
1021 | world.GetSolverInfo().m_erp = 0.2f; | ||
1022 | world.GetSolverInfo().m_erp2 = 0.1f; | ||
1023 | world.GetSolverInfo().m_sor = 1.0f; | ||
1024 | world.GetSolverInfo().m_splitImpulse = false; | ||
1025 | world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f; | ||
1026 | world.GetSolverInfo().m_linearSlop = 0.0f; | ||
1027 | world.GetSolverInfo().m_warmstartingFactor = 0.85f; | ||
1028 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; | ||
1029 | world.SetForceUpdateAllAabbs(true); | ||
1030 | |||
1031 | |||
1032 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); | ||
1033 | |||
1034 | return world; | ||
1035 | } | ||
1036 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL | ||
1037 | public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) | ||
1038 | { | ||
1039 | Generic6DofConstraint constrain = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint; | ||
1040 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1041 | { | ||
1042 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); | ||
1043 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1); | ||
1044 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2); | ||
1045 | } | ||
1046 | if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
1047 | { | ||
1048 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3); | ||
1049 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4); | ||
1050 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5); | ||
1051 | } | ||
1052 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL) | ||
1053 | { | ||
1054 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis); | ||
1055 | } | ||
1056 | return true; | ||
1057 | } | ||
1058 | |||
1059 | public override bool PushUpdate(BulletBody pCollisionObject) | ||
1060 | { | ||
1061 | bool ret = false; | ||
1062 | RigidBody rb = ((BulletBodyXNA)pCollisionObject).rigidBody; | ||
1063 | if (rb != null) | ||
1064 | { | ||
1065 | SimMotionState sms = rb.GetMotionState() as SimMotionState; | ||
1066 | if (sms != null) | ||
1067 | { | ||
1068 | IndexedMatrix wt = IndexedMatrix.Identity; | ||
1069 | sms.GetWorldTransform(out wt); | ||
1070 | sms.SetWorldTransform(ref wt, true); | ||
1071 | ret = true; | ||
1072 | } | ||
1073 | } | ||
1074 | return ret; | ||
1075 | |||
1076 | } | ||
1077 | |||
1078 | public override float GetAngularMotionDisc(BulletShape pShape) | ||
1079 | { | ||
1080 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1081 | return shape.GetAngularMotionDisc(); | ||
1082 | } | ||
1083 | public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor) | ||
1084 | { | ||
1085 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1086 | return shape.GetContactBreakingThreshold(defaultFactor); | ||
1087 | } | ||
1088 | public override bool IsCompound(BulletShape pShape) | ||
1089 | { | ||
1090 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1091 | return shape.IsCompound(); | ||
1092 | } | ||
1093 | public override bool IsSoftBody(BulletShape pShape) | ||
1094 | { | ||
1095 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1096 | return shape.IsSoftBody(); | ||
1097 | } | ||
1098 | public override bool IsPolyhedral(BulletShape pShape) | ||
1099 | { | ||
1100 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1101 | return shape.IsPolyhedral(); | ||
1102 | } | ||
1103 | public override bool IsConvex2d(BulletShape pShape) | ||
1104 | { | ||
1105 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1106 | return shape.IsConvex2d(); | ||
1107 | } | ||
1108 | public override bool IsConvex(BulletShape pShape) | ||
1109 | { | ||
1110 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1111 | return shape.IsConvex(); | ||
1112 | } | ||
1113 | public override bool IsNonMoving(BulletShape pShape) | ||
1114 | { | ||
1115 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1116 | return shape.IsNonMoving(); | ||
1117 | } | ||
1118 | public override bool IsConcave(BulletShape pShape) | ||
1119 | { | ||
1120 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1121 | return shape.IsConcave(); | ||
1122 | } | ||
1123 | public override bool IsInfinite(BulletShape pShape) | ||
1124 | { | ||
1125 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1126 | return shape.IsInfinite(); | ||
1127 | } | ||
1128 | public override bool IsNativeShape(BulletShape pShape) | ||
1129 | { | ||
1130 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1131 | bool ret; | ||
1132 | switch (shape.GetShapeType()) | ||
1133 | { | ||
1134 | case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: | ||
1135 | case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: | ||
1136 | case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: | ||
1137 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: | ||
1138 | ret = true; | ||
1139 | break; | ||
1140 | default: | ||
1141 | ret = false; | ||
1142 | break; | ||
1143 | } | ||
1144 | return ret; | ||
1145 | } | ||
1146 | |||
1147 | public override void SetShapeCollisionMargin(BulletShape shape, float margin) { /* TODO */ } | ||
1148 | |||
1149 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation | ||
1150 | public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
1151 | { | ||
1152 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1153 | IndexedMatrix bodyTransform = new IndexedMatrix(); | ||
1154 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
1155 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); | ||
1156 | GhostObject gObj = new PairCachingGhostObject(); | ||
1157 | gObj.SetWorldTransform(bodyTransform); | ||
1158 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1159 | gObj.SetCollisionShape(shape); | ||
1160 | gObj.SetUserPointer(pLocalID); | ||
1161 | // TODO: Add to Special CollisionObjects! | ||
1162 | return new BulletBodyXNA(pLocalID, gObj); | ||
1163 | } | ||
1164 | |||
1165 | public override void SetCollisionShape(BulletWorld pWorld, BulletBody pObj, BulletShape pShape) | ||
1166 | { | ||
1167 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1168 | CollisionObject obj = ((BulletBodyXNA)pObj).body; | ||
1169 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1170 | obj.SetCollisionShape(shape); | ||
1171 | |||
1172 | } | ||
1173 | public override BulletShape GetCollisionShape(BulletBody obj) { /* TODO */ return null; } | ||
1174 | |||
1175 | //(PhysicsScene.World.ptr, nativeShapeData) | ||
1176 | public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData) | ||
1177 | { | ||
1178 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1179 | CollisionShape shape = null; | ||
1180 | switch (pShapeData.Type) | ||
1181 | { | ||
1182 | case BSPhysicsShapeType.SHAPE_BOX: | ||
1183 | shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f)); | ||
1184 | break; | ||
1185 | case BSPhysicsShapeType.SHAPE_CONE: | ||
1186 | shape = new ConeShapeZ(0.5f, 1.0f); | ||
1187 | break; | ||
1188 | case BSPhysicsShapeType.SHAPE_CYLINDER: | ||
1189 | shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f)); | ||
1190 | break; | ||
1191 | case BSPhysicsShapeType.SHAPE_SPHERE: | ||
1192 | shape = new SphereShape(0.5f); | ||
1193 | break; | ||
1194 | |||
1195 | } | ||
1196 | if (shape != null) | ||
1197 | { | ||
1198 | IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z); | ||
1199 | shape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1200 | shape.SetLocalScaling(ref scaling); | ||
1201 | |||
1202 | } | ||
1203 | return new BulletShapeXNA(shape, pShapeData.Type); | ||
1204 | } | ||
1205 | //PhysicsScene.World.ptr, false | ||
1206 | public override BulletShape CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree) | ||
1207 | { | ||
1208 | return new BulletShapeXNA(new CompoundShape(enableDynamicAabbTree), BSPhysicsShapeType.SHAPE_COMPOUND); | ||
1209 | } | ||
1210 | |||
1211 | public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape) | ||
1212 | { | ||
1213 | CompoundShape compoundshape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape; | ||
1214 | return compoundshape.GetNumChildShapes(); | ||
1215 | } | ||
1216 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot | ||
1217 | public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot) | ||
1218 | { | ||
1219 | IndexedMatrix relativeTransform = new IndexedMatrix(); | ||
1220 | CompoundShape compoundshape = ((BulletShapeXNA)pCShape).shape as CompoundShape; | ||
1221 | CollisionShape addshape = ((BulletShapeXNA)paddShape).shape; | ||
1222 | |||
1223 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); | ||
1224 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); | ||
1225 | compoundshape.AddChildShape(ref relativeTransform, addshape); | ||
1226 | |||
1227 | } | ||
1228 | |||
1229 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii) | ||
1230 | { | ||
1231 | CompoundShape compoundshape = ((BulletShapeXNA)pCShape).shape as CompoundShape; | ||
1232 | CollisionShape ret = null; | ||
1233 | ret = compoundshape.GetChildShape(pii); | ||
1234 | compoundshape.RemoveChildShapeByIndex(pii); | ||
1235 | return new BulletShapeXNA(ret, BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
1236 | } | ||
1237 | |||
1238 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { /* TODO */ return null; } | ||
1239 | public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ } | ||
1240 | |||
1241 | public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin) | ||
1242 | { | ||
1243 | StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight ); | ||
1244 | m_planeshape.SetMargin(pcollisionMargin); | ||
1245 | m_planeshape.SetUserPointer(pLocalId); | ||
1246 | return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); | ||
1247 | } | ||
1248 | |||
1249 | public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody ppBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
1250 | { | ||
1251 | HingeConstraint constrain = null; | ||
1252 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1253 | RigidBody rb1 = ((BulletBodyXNA)pBody1).rigidBody; | ||
1254 | RigidBody rb2 = ((BulletBodyXNA)ppBody2).rigidBody; | ||
1255 | if (rb1 != null && rb2 != null) | ||
1256 | { | ||
1257 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | ||
1258 | IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); | ||
1259 | IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); | ||
1260 | IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); | ||
1261 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
1262 | } | ||
1263 | return new BulletConstraintXNA(constrain); | ||
1264 | } | ||
1265 | |||
1266 | public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls) | ||
1267 | { | ||
1268 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1269 | CompoundShape compoundshape = new CompoundShape(false); | ||
1270 | |||
1271 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1272 | int ii = 1; | ||
1273 | |||
1274 | for (int i = 0; i < pHullCount; i++) | ||
1275 | { | ||
1276 | int vertexCount = (int) pConvHulls[ii]; | ||
1277 | |||
1278 | IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]); | ||
1279 | IndexedMatrix childTrans = IndexedMatrix.Identity; | ||
1280 | childTrans._origin = centroid; | ||
1281 | |||
1282 | List<IndexedVector3> virts = new List<IndexedVector3>(); | ||
1283 | int ender = ((ii + 4) + (vertexCount*3)); | ||
1284 | for (int iii = ii + 4; iii < ender; iii+=3) | ||
1285 | { | ||
1286 | |||
1287 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); | ||
1288 | } | ||
1289 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); | ||
1290 | convexShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1291 | compoundshape.AddChildShape(ref childTrans, convexShape); | ||
1292 | ii += (vertexCount*3 + 4); | ||
1293 | } | ||
1294 | |||
1295 | return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); | ||
1296 | } | ||
1297 | |||
1298 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) { /* TODO */ return null; } | ||
1299 | |||
1300 | public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
1301 | { | ||
1302 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); | ||
1303 | |||
1304 | for (int iter = 0; iter < pVerticesCount; iter++) | ||
1305 | { | ||
1306 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; | ||
1307 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; | ||
1308 | } | ||
1309 | |||
1310 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | ||
1311 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | ||
1312 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | ||
1313 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1314 | IndexedMesh mesh = new IndexedMesh(); | ||
1315 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1316 | mesh.m_numTriangles = pIndicesCount/3; | ||
1317 | mesh.m_numVertices = pVerticesCount; | ||
1318 | mesh.m_triangleIndexBase = indicesarr; | ||
1319 | mesh.m_vertexBase = vertices; | ||
1320 | mesh.m_vertexStride = 3; | ||
1321 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1322 | mesh.m_triangleIndexStride = 3; | ||
1323 | |||
1324 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1325 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1326 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); | ||
1327 | meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1328 | // world.UpdateSingleAabb(meshShape); | ||
1329 | return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); | ||
1330 | |||
1331 | } | ||
1332 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | ||
1333 | { | ||
1334 | |||
1335 | String fileName = "objTest3.raw"; | ||
1336 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1337 | StreamWriter sw = new StreamWriter(completePath); | ||
1338 | IndexedMesh mesh = new IndexedMesh(); | ||
1339 | |||
1340 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1341 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1342 | mesh.m_numVertices = pVerticesCount; | ||
1343 | mesh.m_triangleIndexBase = indices; | ||
1344 | mesh.m_vertexBase = vertices; | ||
1345 | mesh.m_vertexStride = 3; | ||
1346 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1347 | mesh.m_triangleIndexStride = 3; | ||
1348 | |||
1349 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1350 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1351 | |||
1352 | |||
1353 | |||
1354 | for (int i = 0; i < pVerticesCount; i++) | ||
1355 | { | ||
1356 | |||
1357 | string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1358 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1359 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1360 | |||
1361 | sw.Write(s + "\n"); | ||
1362 | } | ||
1363 | |||
1364 | sw.Close(); | ||
1365 | } | ||
1366 | public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount) | ||
1367 | { | ||
1368 | |||
1369 | String fileName = "objTest6.raw"; | ||
1370 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1371 | StreamWriter sw = new StreamWriter(completePath); | ||
1372 | IndexedMesh mesh = new IndexedMesh(); | ||
1373 | |||
1374 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1375 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1376 | mesh.m_numVertices = pVerticesCount; | ||
1377 | mesh.m_triangleIndexBase = indices; | ||
1378 | mesh.m_vertexBase = vertices; | ||
1379 | mesh.m_vertexStride = 3; | ||
1380 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1381 | mesh.m_triangleIndexStride = 3; | ||
1382 | |||
1383 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1384 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1385 | |||
1386 | |||
1387 | sw.WriteLine("Indices"); | ||
1388 | sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount)); | ||
1389 | for (int iter = 0; iter < indices.Length; iter++) | ||
1390 | { | ||
1391 | sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter])); | ||
1392 | } | ||
1393 | sw.WriteLine("VerticesFloats"); | ||
1394 | sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount)); | ||
1395 | for (int iter = 0; iter < vertices.Length; iter++) | ||
1396 | { | ||
1397 | sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000"))); | ||
1398 | } | ||
1399 | |||
1400 | // for (int i = 0; i < pVerticesCount; i++) | ||
1401 | // { | ||
1402 | // | ||
1403 | // string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1404 | // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1405 | // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1406 | // | ||
1407 | // sw.Write(s + "\n"); | ||
1408 | //} | ||
1409 | |||
1410 | sw.Close(); | ||
1411 | } | ||
1412 | |||
1413 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | ||
1414 | float scaleFactor, float collisionMargin) | ||
1415 | { | ||
1416 | const int upAxis = 2; | ||
1417 | HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y, | ||
1418 | heightMap, scaleFactor, | ||
1419 | minHeight, maxHeight, upAxis, | ||
1420 | false); | ||
1421 | terrainShape.SetMargin(collisionMargin + 0.5f); | ||
1422 | terrainShape.SetUseDiamondSubdivision(true); | ||
1423 | terrainShape.SetUserPointer(id); | ||
1424 | return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN); | ||
1425 | } | ||
1426 | |||
1427 | public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce) | ||
1428 | { | ||
1429 | TypedConstraint tconstrain = ((BulletConstraintXNA)pConstraint).constrain; | ||
1430 | bool onOff = ponOff != 0; | ||
1431 | bool ret = false; | ||
1432 | |||
1433 | switch (tconstrain.GetConstraintType()) | ||
1434 | { | ||
1435 | case TypedConstraintType.D6_CONSTRAINT_TYPE: | ||
1436 | Generic6DofConstraint constrain = tconstrain as Generic6DofConstraint; | ||
1437 | constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff; | ||
1438 | constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity; | ||
1439 | constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce; | ||
1440 | ret = true; | ||
1441 | break; | ||
1442 | } | ||
1443 | |||
1444 | |||
1445 | return ret; | ||
1446 | |||
1447 | } | ||
1448 | |||
1449 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
1450 | out int updatedEntityCount, out int collidersCount) | ||
1451 | { | ||
1452 | /* TODO */ | ||
1453 | updatedEntityCount = 0; | ||
1454 | collidersCount = 0; | ||
1455 | return 1; | ||
1456 | } | ||
1457 | |||
1458 | private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, | ||
1459 | out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, | ||
1460 | out int collidersCount, out List<BulletXNA.CollisionDesc>colliders) | ||
1461 | { | ||
1462 | int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, | ||
1463 | out collidersCount, out colliders); | ||
1464 | return epic; | ||
1465 | } | ||
1466 | |||
1467 | private static int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc> colliders) | ||
1468 | { | ||
1469 | int numSimSteps = 0; | ||
1470 | |||
1471 | |||
1472 | //if (updatedEntities is null) | ||
1473 | // updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1474 | |||
1475 | //if (colliders is null) | ||
1476 | // colliders = new List<BulletXNA.CollisionDesc>(); | ||
1477 | |||
1478 | |||
1479 | if (pWorld is BulletWorldXNA) | ||
1480 | { | ||
1481 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1482 | |||
1483 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); | ||
1484 | int updates = 0; | ||
1485 | |||
1486 | updatedEntityCount = world.UpdatedObjects.Count; | ||
1487 | updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects); | ||
1488 | updatedEntityCount = updatedEntities.Count; | ||
1489 | world.UpdatedObjects.Clear(); | ||
1490 | |||
1491 | |||
1492 | collidersCount = world.UpdatedCollisions.Count; | ||
1493 | colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions); | ||
1494 | |||
1495 | world.UpdatedCollisions.Clear(); | ||
1496 | m_collisionsThisFrame = 0; | ||
1497 | int numManifolds = world.GetDispatcher().GetNumManifolds(); | ||
1498 | for (int j = 0; j < numManifolds; j++) | ||
1499 | { | ||
1500 | PersistentManifold contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j); | ||
1501 | int numContacts = contactManifold.GetNumContacts(); | ||
1502 | if (numContacts == 0) | ||
1503 | continue; | ||
1504 | |||
1505 | CollisionObject objA = contactManifold.GetBody0() as CollisionObject; | ||
1506 | CollisionObject objB = contactManifold.GetBody1() as CollisionObject; | ||
1507 | |||
1508 | ManifoldPoint manifoldPoint = contactManifold.GetContactPoint(0); | ||
1509 | IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB(); | ||
1510 | IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A | ||
1511 | |||
1512 | RecordCollision(world, objA, objB, contactPoint, contactNormal); | ||
1513 | m_collisionsThisFrame ++; | ||
1514 | if (m_collisionsThisFrame >= 9999999) | ||
1515 | break; | ||
1516 | |||
1517 | |||
1518 | } | ||
1519 | |||
1520 | |||
1521 | } | ||
1522 | else | ||
1523 | { | ||
1524 | //if (updatedEntities is null) | ||
1525 | updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1526 | updatedEntityCount = 0; | ||
1527 | //if (colliders is null) | ||
1528 | colliders = new List<BulletXNA.CollisionDesc>(); | ||
1529 | collidersCount = 0; | ||
1530 | } | ||
1531 | return numSimSteps; | ||
1532 | } | ||
1533 | |||
1534 | private static void RecordCollision(CollisionWorld world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm) | ||
1535 | { | ||
1536 | |||
1537 | IndexedVector3 contactNormal = norm; | ||
1538 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && | ||
1539 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) | ||
1540 | { | ||
1541 | return; | ||
1542 | } | ||
1543 | uint idA = (uint)objA.GetUserPointer(); | ||
1544 | uint idB = (uint)objB.GetUserPointer(); | ||
1545 | if (idA > idB) | ||
1546 | { | ||
1547 | uint temp = idA; | ||
1548 | idA = idB; | ||
1549 | idB = temp; | ||
1550 | contactNormal = -contactNormal; | ||
1551 | } | ||
1552 | |||
1553 | ulong collisionID = ((ulong) idA << 32) | idB; | ||
1554 | |||
1555 | BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc() | ||
1556 | { | ||
1557 | aID = idA, | ||
1558 | bID = idB, | ||
1559 | point = contact, | ||
1560 | normal = contactNormal | ||
1561 | }; | ||
1562 | world.UpdatedCollisions.Add(cDesc); | ||
1563 | m_collisionsThisFrame++; | ||
1564 | |||
1565 | |||
1566 | } | ||
1567 | private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pBody) | ||
1568 | { | ||
1569 | EntityProperties ent = new EntityProperties(); | ||
1570 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1571 | RigidBody body = ((BulletBodyXNA)pBody).rigidBody; | ||
1572 | IndexedMatrix transform = body.GetWorldTransform(); | ||
1573 | IndexedVector3 LinearVelocity = body.GetInterpolationLinearVelocity(); | ||
1574 | IndexedVector3 AngularVelocity = body.GetInterpolationAngularVelocity(); | ||
1575 | IndexedQuaternion rotation = transform.GetRotation(); | ||
1576 | ent.Acceleration = Vector3.Zero; | ||
1577 | ent.ID = (uint)body.GetUserPointer(); | ||
1578 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); | ||
1579 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); | ||
1580 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); | ||
1581 | ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z); | ||
1582 | return ent; | ||
1583 | } | ||
1584 | |||
1585 | public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) { /* TODO */ return false; } | ||
1586 | |||
1587 | public override Vector3 GetLocalScaling(BulletShape pShape) | ||
1588 | { | ||
1589 | CollisionShape shape = ((BulletShapeXNA)pShape).shape; | ||
1590 | IndexedVector3 scale = shape.GetLocalScaling(); | ||
1591 | return new Vector3(scale.X,scale.Y,scale.Z); | ||
1592 | } | ||
1593 | |||
1594 | public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe) | ||
1595 | { | ||
1596 | DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world; | ||
1597 | if (world != null) | ||
1598 | { | ||
1599 | if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) | ||
1600 | { | ||
1601 | CollisionObject AvoidBody = ((BulletBodyXNA)NotMe).body; | ||
1602 | |||
1603 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | ||
1604 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | ||
1605 | using ( | ||
1606 | ClosestNotMeRayResultCallback rayCallback = | ||
1607 | new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) | ||
1608 | ) | ||
1609 | { | ||
1610 | world.RayTest(ref rOrigin, ref rEnd, rayCallback); | ||
1611 | if (rayCallback.HasHit()) | ||
1612 | { | ||
1613 | IndexedVector3 hitLocation = rayCallback.m_hitPointWorld; | ||
1614 | } | ||
1615 | return rayCallback.HasHit(); | ||
1616 | } | ||
1617 | } | ||
1618 | } | ||
1619 | return false; | ||
1620 | } | ||
1621 | } | ||
1622 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs new file mode 100644 index 0000000..8ad78ca --- /dev/null +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -0,0 +1,662 @@ | |||
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.Runtime.InteropServices; | ||
30 | using System.Security; | ||
31 | using System.Text; | ||
32 | using OpenMetaverse; | ||
33 | |||
34 | namespace OpenSim.Region.Physics.BulletSPlugin { | ||
35 | |||
36 | // Constraint type values as defined by Bullet | ||
37 | public enum ConstraintType : int | ||
38 | { | ||
39 | POINT2POINT_CONSTRAINT_TYPE = 3, | ||
40 | HINGE_CONSTRAINT_TYPE, | ||
41 | CONETWIST_CONSTRAINT_TYPE, | ||
42 | D6_CONSTRAINT_TYPE, | ||
43 | SLIDER_CONSTRAINT_TYPE, | ||
44 | CONTACT_CONSTRAINT_TYPE, | ||
45 | D6_SPRING_CONSTRAINT_TYPE, | ||
46 | MAX_CONSTRAINT_TYPE | ||
47 | } | ||
48 | |||
49 | // =============================================================================== | ||
50 | [StructLayout(LayoutKind.Sequential)] | ||
51 | public struct ConvexHull | ||
52 | { | ||
53 | Vector3 Offset; | ||
54 | int VertexCount; | ||
55 | Vector3[] Vertices; | ||
56 | } | ||
57 | public enum BSPhysicsShapeType | ||
58 | { | ||
59 | SHAPE_UNKNOWN = 0, | ||
60 | SHAPE_CAPSULE = 1, | ||
61 | SHAPE_BOX = 2, | ||
62 | SHAPE_CONE = 3, | ||
63 | SHAPE_CYLINDER = 4, | ||
64 | SHAPE_SPHERE = 5, | ||
65 | SHAPE_MESH = 6, | ||
66 | SHAPE_HULL = 7, | ||
67 | // following defined by BulletSim | ||
68 | SHAPE_GROUNDPLANE = 20, | ||
69 | SHAPE_TERRAIN = 21, | ||
70 | SHAPE_COMPOUND = 22, | ||
71 | SHAPE_HEIGHTMAP = 23, | ||
72 | SHAPE_AVATAR = 24, | ||
73 | }; | ||
74 | |||
75 | // The native shapes have predefined shape hash keys | ||
76 | public enum FixedShapeKey : ulong | ||
77 | { | ||
78 | KEY_NONE = 0, | ||
79 | KEY_BOX = 1, | ||
80 | KEY_SPHERE = 2, | ||
81 | KEY_CONE = 3, | ||
82 | KEY_CYLINDER = 4, | ||
83 | KEY_CAPSULE = 5, | ||
84 | KEY_AVATAR = 6, | ||
85 | } | ||
86 | |||
87 | [StructLayout(LayoutKind.Sequential)] | ||
88 | public struct ShapeData | ||
89 | { | ||
90 | public uint ID; | ||
91 | public BSPhysicsShapeType Type; | ||
92 | public Vector3 Position; | ||
93 | public Quaternion Rotation; | ||
94 | public Vector3 Velocity; | ||
95 | public Vector3 Scale; | ||
96 | public float Mass; | ||
97 | public float Buoyancy; | ||
98 | public System.UInt64 HullKey; | ||
99 | public System.UInt64 MeshKey; | ||
100 | public float Friction; | ||
101 | public float Restitution; | ||
102 | public float Collidable; // true of things bump into this | ||
103 | public float Static; // true if a static object. Otherwise gravity, etc. | ||
104 | public float Solid; // true if object cannot be passed through | ||
105 | public Vector3 Size; | ||
106 | |||
107 | // note that bools are passed as floats since bool size changes by language and architecture | ||
108 | public const float numericTrue = 1f; | ||
109 | public const float numericFalse = 0f; | ||
110 | } | ||
111 | [StructLayout(LayoutKind.Sequential)] | ||
112 | public struct SweepHit | ||
113 | { | ||
114 | public uint ID; | ||
115 | public float Fraction; | ||
116 | public Vector3 Normal; | ||
117 | public Vector3 Point; | ||
118 | } | ||
119 | [StructLayout(LayoutKind.Sequential)] | ||
120 | public struct RaycastHit | ||
121 | { | ||
122 | public uint ID; | ||
123 | public float Fraction; | ||
124 | public Vector3 Normal; | ||
125 | } | ||
126 | [StructLayout(LayoutKind.Sequential)] | ||
127 | public struct CollisionDesc | ||
128 | { | ||
129 | public uint aID; | ||
130 | public uint bID; | ||
131 | public Vector3 point; | ||
132 | public Vector3 normal; | ||
133 | } | ||
134 | [StructLayout(LayoutKind.Sequential)] | ||
135 | public struct EntityProperties | ||
136 | { | ||
137 | public uint ID; | ||
138 | public Vector3 Position; | ||
139 | public Quaternion Rotation; | ||
140 | public Vector3 Velocity; | ||
141 | public Vector3 Acceleration; | ||
142 | public Vector3 RotationalVelocity; | ||
143 | } | ||
144 | |||
145 | // Format of this structure must match the definition in the C++ code | ||
146 | // NOTE: adding the X causes compile breaks if used. These are unused symbols | ||
147 | // that can be removed from both here and the unmanaged definition of this structure. | ||
148 | [StructLayout(LayoutKind.Sequential)] | ||
149 | public struct ConfigurationParameters | ||
150 | { | ||
151 | public float defaultFriction; | ||
152 | public float defaultDensity; | ||
153 | public float defaultRestitution; | ||
154 | public float collisionMargin; | ||
155 | public float gravity; | ||
156 | |||
157 | public float XlinearDamping; | ||
158 | public float XangularDamping; | ||
159 | public float XdeactivationTime; | ||
160 | public float XlinearSleepingThreshold; | ||
161 | public float XangularSleepingThreshold; | ||
162 | public float XccdMotionThreshold; | ||
163 | public float XccdSweptSphereRadius; | ||
164 | public float XcontactProcessingThreshold; | ||
165 | |||
166 | public float XterrainImplementation; | ||
167 | public float XterrainFriction; | ||
168 | public float XterrainHitFraction; | ||
169 | public float XterrainRestitution; | ||
170 | public float XterrainCollisionMargin; | ||
171 | |||
172 | public float XavatarFriction; | ||
173 | public float XavatarStandingFriction; | ||
174 | public float XavatarDensity; | ||
175 | public float XavatarRestitution; | ||
176 | public float XavatarCapsuleWidth; | ||
177 | public float XavatarCapsuleDepth; | ||
178 | public float XavatarCapsuleHeight; | ||
179 | public float XavatarContactProcessingThreshold; | ||
180 | |||
181 | public float XvehicleAngularDamping; | ||
182 | |||
183 | public float maxPersistantManifoldPoolSize; | ||
184 | public float maxCollisionAlgorithmPoolSize; | ||
185 | public float shouldDisableContactPoolDynamicAllocation; | ||
186 | public float shouldForceUpdateAllAabbs; | ||
187 | public float shouldRandomizeSolverOrder; | ||
188 | public float shouldSplitSimulationIslands; | ||
189 | public float shouldEnableFrictionCaching; | ||
190 | public float numberOfSolverIterations; | ||
191 | |||
192 | public float XlinksetImplementation; | ||
193 | public float XlinkConstraintUseFrameOffset; | ||
194 | public float XlinkConstraintEnableTransMotor; | ||
195 | public float XlinkConstraintTransMotorMaxVel; | ||
196 | public float XlinkConstraintTransMotorMaxForce; | ||
197 | public float XlinkConstraintERP; | ||
198 | public float XlinkConstraintCFM; | ||
199 | public float XlinkConstraintSolverIterations; | ||
200 | |||
201 | public float XphysicsLoggingFrames; | ||
202 | |||
203 | public const float numericTrue = 1f; | ||
204 | public const float numericFalse = 0f; | ||
205 | } | ||
206 | |||
207 | |||
208 | // The states a bullet collision object can have | ||
209 | public enum ActivationState : uint | ||
210 | { | ||
211 | ACTIVE_TAG = 1, | ||
212 | ISLAND_SLEEPING, | ||
213 | WANTS_DEACTIVATION, | ||
214 | DISABLE_DEACTIVATION, | ||
215 | DISABLE_SIMULATION, | ||
216 | } | ||
217 | |||
218 | public enum CollisionObjectTypes : int | ||
219 | { | ||
220 | CO_COLLISION_OBJECT = 1 << 0, | ||
221 | CO_RIGID_BODY = 1 << 1, | ||
222 | CO_GHOST_OBJECT = 1 << 2, | ||
223 | CO_SOFT_BODY = 1 << 3, | ||
224 | CO_HF_FLUID = 1 << 4, | ||
225 | CO_USER_TYPE = 1 << 5, | ||
226 | } | ||
227 | |||
228 | // Values used by Bullet and BulletSim to control object properties. | ||
229 | // Bullet's "CollisionFlags" has more to do with operations on the | ||
230 | // object (if collisions happen, if gravity effects it, ...). | ||
231 | public enum CollisionFlags : uint | ||
232 | { | ||
233 | CF_STATIC_OBJECT = 1 << 0, | ||
234 | CF_KINEMATIC_OBJECT = 1 << 1, | ||
235 | CF_NO_CONTACT_RESPONSE = 1 << 2, | ||
236 | CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3, | ||
237 | CF_CHARACTER_OBJECT = 1 << 4, | ||
238 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, | ||
239 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | ||
240 | // Following used by BulletSim to control collisions and updates | ||
241 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, | ||
242 | BS_FLOATS_ON_WATER = 1 << 11, | ||
243 | BS_VEHICLE_COLLISIONS = 1 << 12, | ||
244 | BS_NONE = 0, | ||
245 | BS_ALL = 0xFFFFFFFF | ||
246 | }; | ||
247 | |||
248 | // Values f collisions groups and masks | ||
249 | public enum CollisionFilterGroups : uint | ||
250 | { | ||
251 | // Don't use the bit definitions!! Define the use in a | ||
252 | // filter/mask definition below. This way collision interactions | ||
253 | // are more easily found and debugged. | ||
254 | BNoneGroup = 0, | ||
255 | BDefaultGroup = 1 << 0, // 0001 | ||
256 | BStaticGroup = 1 << 1, // 0002 | ||
257 | BKinematicGroup = 1 << 2, // 0004 | ||
258 | BDebrisGroup = 1 << 3, // 0008 | ||
259 | BSensorTrigger = 1 << 4, // 0010 | ||
260 | BCharacterGroup = 1 << 5, // 0020 | ||
261 | BAllGroup = 0x000FFFFF, | ||
262 | // Filter groups defined by BulletSim | ||
263 | BGroundPlaneGroup = 1 << 10, // 0400 | ||
264 | BTerrainGroup = 1 << 11, // 0800 | ||
265 | BRaycastGroup = 1 << 12, // 1000 | ||
266 | BSolidGroup = 1 << 13, // 2000 | ||
267 | // BLinksetGroup = xx // a linkset proper is either static or dynamic | ||
268 | BLinksetChildGroup = 1 << 14, // 4000 | ||
269 | }; | ||
270 | |||
271 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | ||
272 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | ||
273 | public enum ConstraintParams : int | ||
274 | { | ||
275 | BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730 | ||
276 | BT_CONSTRAINT_STOP_ERP, | ||
277 | BT_CONSTRAINT_CFM, | ||
278 | BT_CONSTRAINT_STOP_CFM, | ||
279 | }; | ||
280 | public enum ConstraintParamAxis : int | ||
281 | { | ||
282 | AXIS_LINEAR_X = 0, | ||
283 | AXIS_LINEAR_Y, | ||
284 | AXIS_LINEAR_Z, | ||
285 | AXIS_ANGULAR_X, | ||
286 | AXIS_ANGULAR_Y, | ||
287 | AXIS_ANGULAR_Z, | ||
288 | AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls | ||
289 | AXIS_ANGULAR_ALL, | ||
290 | AXIS_ALL | ||
291 | }; | ||
292 | |||
293 | public abstract class BSAPITemplate | ||
294 | { | ||
295 | // Returns the name of the underlying Bullet engine | ||
296 | public abstract string BulletEngineName { get; } | ||
297 | public abstract string BulletEngineVersion { get; protected set;} | ||
298 | |||
299 | // Initialization and simulation | ||
300 | public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, | ||
301 | int maxCollisions, ref CollisionDesc[] collisionArray, | ||
302 | int maxUpdates, ref EntityProperties[] updateArray | ||
303 | ); | ||
304 | |||
305 | public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
306 | out int updatedEntityCount, out int collidersCount); | ||
307 | |||
308 | public abstract bool UpdateParameter(BulletWorld world, uint localID, String parm, float value); | ||
309 | |||
310 | public abstract void Shutdown(BulletWorld sim); | ||
311 | |||
312 | public abstract bool PushUpdate(BulletBody obj); | ||
313 | |||
314 | // ===================================================================================== | ||
315 | // Mesh, hull, shape and body creation helper routines | ||
316 | public abstract BulletShape CreateMeshShape(BulletWorld world, | ||
317 | int indicesCount, int[] indices, | ||
318 | int verticesCount, float[] vertices ); | ||
319 | |||
320 | public abstract BulletShape CreateHullShape(BulletWorld world, | ||
321 | int hullCount, float[] hulls); | ||
322 | |||
323 | public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape); | ||
324 | |||
325 | public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData); | ||
326 | |||
327 | public abstract bool IsNativeShape(BulletShape shape); | ||
328 | |||
329 | public abstract void SetShapeCollisionMargin(BulletShape shape, float margin); | ||
330 | |||
331 | public abstract BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale); | ||
332 | |||
333 | public abstract BulletShape CreateCompoundShape(BulletWorld sim, bool enableDynamicAabbTree); | ||
334 | |||
335 | public abstract int GetNumberOfCompoundChildren(BulletShape cShape); | ||
336 | |||
337 | public abstract void AddChildShapeToCompoundShape(BulletShape cShape, BulletShape addShape, Vector3 pos, Quaternion rot); | ||
338 | |||
339 | public abstract BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx); | ||
340 | |||
341 | public abstract BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx); | ||
342 | |||
343 | public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape); | ||
344 | |||
345 | public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape); | ||
346 | |||
347 | public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id); | ||
348 | |||
349 | public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape); | ||
350 | |||
351 | public abstract CollisionObjectTypes GetBodyType(BulletBody obj); | ||
352 | |||
353 | public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | ||
354 | |||
355 | public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot); | ||
356 | |||
357 | public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | ||
358 | |||
359 | public abstract void DestroyObject(BulletWorld sim, BulletBody obj); | ||
360 | |||
361 | // ===================================================================================== | ||
362 | public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin); | ||
363 | |||
364 | public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | ||
365 | float scaleFactor, float collisionMargin); | ||
366 | |||
367 | // ===================================================================================== | ||
368 | // Constraint creation and helper routines | ||
369 | public abstract BulletConstraint Create6DofConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
370 | Vector3 frame1loc, Quaternion frame1rot, | ||
371 | Vector3 frame2loc, Quaternion frame2rot, | ||
372 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
373 | |||
374 | public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
375 | Vector3 joinPoint, | ||
376 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
377 | |||
378 | public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
379 | Vector3 pivotinA, Vector3 pivotinB, | ||
380 | Vector3 axisInA, Vector3 axisInB, | ||
381 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
382 | |||
383 | public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse); | ||
384 | |||
385 | public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations); | ||
386 | |||
387 | public abstract bool SetFrames(BulletConstraint constrain, | ||
388 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot); | ||
389 | |||
390 | public abstract bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi); | ||
391 | |||
392 | public abstract bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi); | ||
393 | |||
394 | public abstract bool UseFrameOffset(BulletConstraint constrain, float enable); | ||
395 | |||
396 | public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce); | ||
397 | |||
398 | public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold); | ||
399 | |||
400 | public abstract bool CalculateTransforms(BulletConstraint constrain); | ||
401 | |||
402 | public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | ||
403 | |||
404 | public abstract bool DestroyConstraint(BulletWorld world, BulletConstraint constrain); | ||
405 | |||
406 | // ===================================================================================== | ||
407 | // btCollisionWorld entries | ||
408 | public abstract void UpdateSingleAabb(BulletWorld world, BulletBody obj); | ||
409 | |||
410 | public abstract void UpdateAabbs(BulletWorld world); | ||
411 | |||
412 | public abstract bool GetForceUpdateAllAabbs(BulletWorld world); | ||
413 | |||
414 | public abstract void SetForceUpdateAllAabbs(BulletWorld world, bool force); | ||
415 | |||
416 | // ===================================================================================== | ||
417 | // btDynamicsWorld entries | ||
418 | // public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj, Vector3 pos, Quaternion rot); | ||
419 | public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj); | ||
420 | |||
421 | public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj); | ||
422 | |||
423 | public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects); | ||
424 | |||
425 | public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain); | ||
426 | // ===================================================================================== | ||
427 | // btCollisionObject entries | ||
428 | public abstract Vector3 GetAnisotripicFriction(BulletConstraint constrain); | ||
429 | |||
430 | public abstract Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict); | ||
431 | |||
432 | public abstract bool HasAnisotripicFriction(BulletConstraint constrain); | ||
433 | |||
434 | public abstract void SetContactProcessingThreshold(BulletBody obj, float val); | ||
435 | |||
436 | public abstract float GetContactProcessingThreshold(BulletBody obj); | ||
437 | |||
438 | public abstract bool IsStaticObject(BulletBody obj); | ||
439 | |||
440 | public abstract bool IsKinematicObject(BulletBody obj); | ||
441 | |||
442 | public abstract bool IsStaticOrKinematicObject(BulletBody obj); | ||
443 | |||
444 | public abstract bool HasContactResponse(BulletBody obj); | ||
445 | |||
446 | public abstract void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape); | ||
447 | |||
448 | public abstract BulletShape GetCollisionShape(BulletBody obj); | ||
449 | |||
450 | public abstract int GetActivationState(BulletBody obj); | ||
451 | |||
452 | public abstract void SetActivationState(BulletBody obj, int state); | ||
453 | |||
454 | public abstract void SetDeactivationTime(BulletBody obj, float dtime); | ||
455 | |||
456 | public abstract float GetDeactivationTime(BulletBody obj); | ||
457 | |||
458 | public abstract void ForceActivationState(BulletBody obj, ActivationState state); | ||
459 | |||
460 | public abstract void Activate(BulletBody obj, bool forceActivation); | ||
461 | |||
462 | public abstract bool IsActive(BulletBody obj); | ||
463 | |||
464 | public abstract void SetRestitution(BulletBody obj, float val); | ||
465 | |||
466 | public abstract float GetRestitution(BulletBody obj); | ||
467 | |||
468 | public abstract void SetFriction(BulletBody obj, float val); | ||
469 | |||
470 | public abstract float GetFriction(BulletBody obj); | ||
471 | |||
472 | public abstract Vector3 GetPosition(BulletBody obj); | ||
473 | |||
474 | public abstract Quaternion GetOrientation(BulletBody obj); | ||
475 | |||
476 | public abstract void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation); | ||
477 | |||
478 | // public abstract IntPtr GetBroadphaseHandle(BulletBody obj); | ||
479 | |||
480 | // public abstract void SetBroadphaseHandle(BulletBody obj, IntPtr handle); | ||
481 | |||
482 | public abstract void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel); | ||
483 | |||
484 | public abstract void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel); | ||
485 | |||
486 | public abstract void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel); | ||
487 | |||
488 | public abstract float GetHitFraction(BulletBody obj); | ||
489 | |||
490 | public abstract void SetHitFraction(BulletBody obj, float val); | ||
491 | |||
492 | public abstract CollisionFlags GetCollisionFlags(BulletBody obj); | ||
493 | |||
494 | public abstract CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags); | ||
495 | |||
496 | public abstract CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags); | ||
497 | |||
498 | public abstract CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags); | ||
499 | |||
500 | public abstract float GetCcdMotionThreshold(BulletBody obj); | ||
501 | |||
502 | public abstract void SetCcdMotionThreshold(BulletBody obj, float val); | ||
503 | |||
504 | public abstract float GetCcdSweptSphereRadius(BulletBody obj); | ||
505 | |||
506 | public abstract void SetCcdSweptSphereRadius(BulletBody obj, float val); | ||
507 | |||
508 | public abstract IntPtr GetUserPointer(BulletBody obj); | ||
509 | |||
510 | public abstract void SetUserPointer(BulletBody obj, IntPtr val); | ||
511 | |||
512 | // ===================================================================================== | ||
513 | // btRigidBody entries | ||
514 | public abstract void ApplyGravity(BulletBody obj); | ||
515 | |||
516 | public abstract void SetGravity(BulletBody obj, Vector3 val); | ||
517 | |||
518 | public abstract Vector3 GetGravity(BulletBody obj); | ||
519 | |||
520 | public abstract void SetDamping(BulletBody obj, float lin_damping, float ang_damping); | ||
521 | |||
522 | public abstract void SetLinearDamping(BulletBody obj, float lin_damping); | ||
523 | |||
524 | public abstract void SetAngularDamping(BulletBody obj, float ang_damping); | ||
525 | |||
526 | public abstract float GetLinearDamping(BulletBody obj); | ||
527 | |||
528 | public abstract float GetAngularDamping(BulletBody obj); | ||
529 | |||
530 | public abstract float GetLinearSleepingThreshold(BulletBody obj); | ||
531 | |||
532 | public abstract void ApplyDamping(BulletBody obj, float timeStep); | ||
533 | |||
534 | public abstract void SetMassProps(BulletBody obj, float mass, Vector3 inertia); | ||
535 | |||
536 | public abstract Vector3 GetLinearFactor(BulletBody obj); | ||
537 | |||
538 | public abstract void SetLinearFactor(BulletBody obj, Vector3 factor); | ||
539 | |||
540 | public abstract void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot); | ||
541 | |||
542 | // Add a force to the object as if its mass is one. | ||
543 | public abstract void ApplyCentralForce(BulletBody obj, Vector3 force); | ||
544 | |||
545 | // Set the force being applied to the object as if its mass is one. | ||
546 | public abstract void SetObjectForce(BulletBody obj, Vector3 force); | ||
547 | |||
548 | public abstract Vector3 GetTotalForce(BulletBody obj); | ||
549 | |||
550 | public abstract Vector3 GetTotalTorque(BulletBody obj); | ||
551 | |||
552 | public abstract Vector3 GetInvInertiaDiagLocal(BulletBody obj); | ||
553 | |||
554 | public abstract void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert); | ||
555 | |||
556 | public abstract void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold); | ||
557 | |||
558 | public abstract void ApplyTorque(BulletBody obj, Vector3 torque); | ||
559 | |||
560 | // Apply force at the given point. Will add torque to the object. | ||
561 | public abstract void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos); | ||
562 | |||
563 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | ||
564 | public abstract void ApplyCentralImpulse(BulletBody obj, Vector3 imp); | ||
565 | |||
566 | // Apply impulse to the object's torque. Force is scaled by object's mass. | ||
567 | public abstract void ApplyTorqueImpulse(BulletBody obj, Vector3 imp); | ||
568 | |||
569 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | ||
570 | public abstract void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos); | ||
571 | |||
572 | public abstract void ClearForces(BulletBody obj); | ||
573 | |||
574 | public abstract void ClearAllForces(BulletBody obj); | ||
575 | |||
576 | public abstract void UpdateInertiaTensor(BulletBody obj); | ||
577 | |||
578 | public abstract Vector3 GetLinearVelocity(BulletBody obj); | ||
579 | |||
580 | public abstract Vector3 GetAngularVelocity(BulletBody obj); | ||
581 | |||
582 | public abstract void SetLinearVelocity(BulletBody obj, Vector3 val); | ||
583 | |||
584 | public abstract void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity); | ||
585 | |||
586 | public abstract Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos); | ||
587 | |||
588 | public abstract void Translate(BulletBody obj, Vector3 trans); | ||
589 | |||
590 | public abstract void UpdateDeactivation(BulletBody obj, float timeStep); | ||
591 | |||
592 | public abstract bool WantsSleeping(BulletBody obj); | ||
593 | |||
594 | public abstract void SetAngularFactor(BulletBody obj, float factor); | ||
595 | |||
596 | public abstract void SetAngularFactorV(BulletBody obj, Vector3 factor); | ||
597 | |||
598 | public abstract Vector3 GetAngularFactor(BulletBody obj); | ||
599 | |||
600 | public abstract bool IsInWorld(BulletWorld world, BulletBody obj); | ||
601 | |||
602 | public abstract void AddConstraintRef(BulletBody obj, BulletConstraint constrain); | ||
603 | |||
604 | public abstract void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain); | ||
605 | |||
606 | public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index); | ||
607 | |||
608 | public abstract int GetNumConstraintRefs(BulletBody obj); | ||
609 | |||
610 | public abstract bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask); | ||
611 | |||
612 | // ===================================================================================== | ||
613 | // btCollisionShape entries | ||
614 | |||
615 | public abstract float GetAngularMotionDisc(BulletShape shape); | ||
616 | |||
617 | public abstract float GetContactBreakingThreshold(BulletShape shape, float defaultFactor); | ||
618 | |||
619 | public abstract bool IsPolyhedral(BulletShape shape); | ||
620 | |||
621 | public abstract bool IsConvex2d(BulletShape shape); | ||
622 | |||
623 | public abstract bool IsConvex(BulletShape shape); | ||
624 | |||
625 | public abstract bool IsNonMoving(BulletShape shape); | ||
626 | |||
627 | public abstract bool IsConcave(BulletShape shape); | ||
628 | |||
629 | public abstract bool IsCompound(BulletShape shape); | ||
630 | |||
631 | public abstract bool IsSoftBody(BulletShape shape); | ||
632 | |||
633 | public abstract bool IsInfinite(BulletShape shape); | ||
634 | |||
635 | public abstract void SetLocalScaling(BulletShape shape, Vector3 scale); | ||
636 | |||
637 | public abstract Vector3 GetLocalScaling(BulletShape shape); | ||
638 | |||
639 | public abstract Vector3 CalculateLocalInertia(BulletShape shape, float mass); | ||
640 | |||
641 | public abstract int GetShapeType(BulletShape shape); | ||
642 | |||
643 | public abstract void SetMargin(BulletShape shape, float val); | ||
644 | |||
645 | public abstract float GetMargin(BulletShape shape); | ||
646 | |||
647 | // ===================================================================================== | ||
648 | // Debugging | ||
649 | public abstract void DumpRigidBody(BulletWorld sim, BulletBody collisionObject); | ||
650 | |||
651 | public abstract void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape); | ||
652 | |||
653 | public abstract void DumpConstraint(BulletWorld sim, BulletConstraint constrain); | ||
654 | |||
655 | public abstract void DumpActivationInfo(BulletWorld sim); | ||
656 | |||
657 | public abstract void DumpAllInfo(BulletWorld sim); | ||
658 | |||
659 | public abstract void DumpPhysicsStatistics(BulletWorld sim); | ||
660 | |||
661 | }; | ||
662 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 3b77e49..103d8fc 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | |||
@@ -137,7 +137,7 @@ public sealed class BSCharacter : BSPhysObject | |||
137 | 137 | ||
138 | private void SetPhysicalProperties() | 138 | private void SetPhysicalProperties() |
139 | { | 139 | { |
140 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | 140 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); |
141 | 141 | ||
142 | ZeroMotion(true); | 142 | ZeroMotion(true); |
143 | ForcePosition = _position; | 143 | ForcePosition = _position; |
@@ -152,32 +152,32 @@ public sealed class BSCharacter : BSPhysObject | |||
152 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. | 152 | // Needs to be reset especially when an avatar is recreated after crossing a region boundry. |
153 | Flying = _flying; | 153 | Flying = _flying; |
154 | 154 | ||
155 | BulletSimAPI.SetRestitution2(PhysBody.ptr, BSParam.AvatarRestitution); | 155 | PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution); |
156 | BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin); | 156 | PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin); |
157 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 157 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); |
158 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); | 158 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); |
159 | if (BSParam.CcdMotionThreshold > 0f) | 159 | if (BSParam.CcdMotionThreshold > 0f) |
160 | { | 160 | { |
161 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); | 161 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); |
162 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); | 162 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); |
163 | } | 163 | } |
164 | 164 | ||
165 | UpdatePhysicalMassProperties(RawMass, false); | 165 | UpdatePhysicalMassProperties(RawMass, false); |
166 | 166 | ||
167 | // Make so capsule does not fall over | 167 | // Make so capsule does not fall over |
168 | BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero); | 168 | PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero); |
169 | 169 | ||
170 | BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_CHARACTER_OBJECT); | 170 | PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT); |
171 | 171 | ||
172 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | 172 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); |
173 | 173 | ||
174 | // BulletSimAPI.ForceActivationState2(BSBody.ptr, ActivationState.ACTIVE_TAG); | 174 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); |
175 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_DEACTIVATION); | 175 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_DEACTIVATION); |
176 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | 176 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); |
177 | 177 | ||
178 | // Do this after the object has been added to the world | 178 | // Do this after the object has been added to the world |
179 | PhysBody.collisionType = CollisionType.Avatar; | 179 | PhysBody.collisionType = CollisionType.Avatar; |
180 | PhysBody.ApplyCollisionMask(); | 180 | PhysBody.ApplyCollisionMask(PhysicsScene); |
181 | } | 181 | } |
182 | 182 | ||
183 | // The avatar's movement is controlled by this motor that speeds up and slows down | 183 | // The avatar's movement is controlled by this motor that speeds up and slows down |
@@ -210,8 +210,7 @@ public sealed class BSCharacter : BSPhysObject | |||
210 | if (!Flying && !IsColliding) | 210 | if (!Flying && !IsColliding) |
211 | { | 211 | { |
212 | stepVelocity.Z = _velocity.Z; | 212 | stepVelocity.Z = _velocity.Z; |
213 | DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", | 213 | // DetailLog("{0},BSCharacter.MoveMotor,taint,overrideStepZWithWorldZ,stepVel={1}", LocalID, stepVelocity); |
214 | LocalID, stepVelocity); | ||
215 | } | 214 | } |
216 | 215 | ||
217 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. | 216 | // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. |
@@ -231,8 +230,7 @@ public sealed class BSCharacter : BSPhysObject | |||
231 | AddForce(moveForce, false, true); | 230 | AddForce(moveForce, false, true); |
232 | } | 231 | } |
233 | */ | 232 | */ |
234 | DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", | 233 | // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); |
235 | LocalID, stepVelocity, _velocity, Mass, moveForce); | ||
236 | AddForce(moveForce, false, true); | 234 | AddForce(moveForce, false, true); |
237 | }); | 235 | }); |
238 | } | 236 | } |
@@ -267,10 +265,10 @@ public sealed class BSCharacter : BSPhysObject | |||
267 | { | 265 | { |
268 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) | 266 | if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape) |
269 | { | 267 | { |
270 | BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale); | 268 | PhysicsScene.PE.SetLocalScaling(PhysShape, Scale); |
271 | UpdatePhysicalMassProperties(RawMass, true); | 269 | UpdatePhysicalMassProperties(RawMass, true); |
272 | // Make sure this change appears as a property update event | 270 | // Make sure this change appears as a property update event |
273 | BulletSimAPI.PushUpdate2(PhysBody.ptr); | 271 | PhysicsScene.PE.PushUpdate(PhysBody); |
274 | } | 272 | } |
275 | }); | 273 | }); |
276 | 274 | ||
@@ -311,7 +309,7 @@ public sealed class BSCharacter : BSPhysObject | |||
311 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() | 309 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate() |
312 | { | 310 | { |
313 | if (PhysBody.HasPhysicalBody) | 311 | if (PhysBody.HasPhysicalBody) |
314 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | 312 | PhysicsScene.PE.ClearAllForces(PhysBody); |
315 | }); | 313 | }); |
316 | } | 314 | } |
317 | public override void ZeroAngularMotion(bool inTaintTime) | 315 | public override void ZeroAngularMotion(bool inTaintTime) |
@@ -322,10 +320,10 @@ public sealed class BSCharacter : BSPhysObject | |||
322 | { | 320 | { |
323 | if (PhysBody.HasPhysicalBody) | 321 | if (PhysBody.HasPhysicalBody) |
324 | { | 322 | { |
325 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | 323 | PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero); |
326 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero); | 324 | PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero); |
327 | // The next also get rid of applied linear force but the linear velocity is untouched. | 325 | // The next also get rid of applied linear force but the linear velocity is untouched. |
328 | BulletSimAPI.ClearForces2(PhysBody.ptr); | 326 | PhysicsScene.PE.ClearForces(PhysBody); |
329 | } | 327 | } |
330 | }); | 328 | }); |
331 | } | 329 | } |
@@ -341,7 +339,7 @@ public sealed class BSCharacter : BSPhysObject | |||
341 | public override OMV.Vector3 Position { | 339 | public override OMV.Vector3 Position { |
342 | get { | 340 | get { |
343 | // Don't refetch the position because this function is called a zillion times | 341 | // Don't refetch the position because this function is called a zillion times |
344 | // _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID); | 342 | // _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID); |
345 | return _position; | 343 | return _position; |
346 | } | 344 | } |
347 | set { | 345 | set { |
@@ -352,19 +350,19 @@ public sealed class BSCharacter : BSPhysObject | |||
352 | { | 350 | { |
353 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 351 | DetailLog("{0},BSCharacter.SetPosition,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
354 | if (PhysBody.HasPhysicalBody) | 352 | if (PhysBody.HasPhysicalBody) |
355 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 353 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
356 | }); | 354 | }); |
357 | } | 355 | } |
358 | } | 356 | } |
359 | public override OMV.Vector3 ForcePosition { | 357 | public override OMV.Vector3 ForcePosition { |
360 | get { | 358 | get { |
361 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); | 359 | _position = PhysicsScene.PE.GetPosition(PhysBody); |
362 | return _position; | 360 | return _position; |
363 | } | 361 | } |
364 | set { | 362 | set { |
365 | _position = value; | 363 | _position = value; |
366 | PositionSanityCheck(); | 364 | PositionSanityCheck(); |
367 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 365 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
368 | } | 366 | } |
369 | } | 367 | } |
370 | 368 | ||
@@ -420,7 +418,7 @@ public sealed class BSCharacter : BSPhysObject | |||
420 | { | 418 | { |
421 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 419 | DetailLog("{0},BSCharacter.PositionSanityCheck,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
422 | if (PhysBody.HasPhysicalBody) | 420 | if (PhysBody.HasPhysicalBody) |
423 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 421 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
424 | }); | 422 | }); |
425 | ret = true; | 423 | ret = true; |
426 | } | 424 | } |
@@ -435,8 +433,8 @@ public sealed class BSCharacter : BSPhysObject | |||
435 | } | 433 | } |
436 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) | 434 | public override void UpdatePhysicalMassProperties(float physMass, bool inWorld) |
437 | { | 435 | { |
438 | OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | 436 | OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); |
439 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia); | 437 | PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia); |
440 | } | 438 | } |
441 | 439 | ||
442 | public override OMV.Vector3 Force { | 440 | public override OMV.Vector3 Force { |
@@ -448,7 +446,7 @@ public sealed class BSCharacter : BSPhysObject | |||
448 | { | 446 | { |
449 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); | 447 | DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force); |
450 | if (PhysBody.HasPhysicalBody) | 448 | if (PhysBody.HasPhysicalBody) |
451 | BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force); | 449 | PhysicsScene.PE.SetObjectForce(PhysBody, _force); |
452 | }); | 450 | }); |
453 | } | 451 | } |
454 | } | 452 | } |
@@ -522,7 +520,7 @@ public sealed class BSCharacter : BSPhysObject | |||
522 | { | 520 | { |
523 | _currentFriction = BSParam.AvatarStandingFriction; | 521 | _currentFriction = BSParam.AvatarStandingFriction; |
524 | if (PhysBody.HasPhysicalBody) | 522 | if (PhysBody.HasPhysicalBody) |
525 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | 523 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); |
526 | } | 524 | } |
527 | } | 525 | } |
528 | else | 526 | else |
@@ -531,12 +529,12 @@ public sealed class BSCharacter : BSPhysObject | |||
531 | { | 529 | { |
532 | _currentFriction = BSParam.AvatarFriction; | 530 | _currentFriction = BSParam.AvatarFriction; |
533 | if (PhysBody.HasPhysicalBody) | 531 | if (PhysBody.HasPhysicalBody) |
534 | BulletSimAPI.SetFriction2(PhysBody.ptr, _currentFriction); | 532 | PhysicsScene.PE.SetFriction(PhysBody, _currentFriction); |
535 | } | 533 | } |
536 | } | 534 | } |
537 | 535 | ||
538 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | 536 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); |
539 | BulletSimAPI.Activate2(PhysBody.ptr, true); | 537 | PhysicsScene.PE.Activate(PhysBody, true); |
540 | } | 538 | } |
541 | } | 539 | } |
542 | public override OMV.Vector3 Torque { | 540 | public override OMV.Vector3 Torque { |
@@ -578,7 +576,7 @@ public sealed class BSCharacter : BSPhysObject | |||
578 | { | 576 | { |
579 | get | 577 | get |
580 | { | 578 | { |
581 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); | 579 | _orientation = PhysicsScene.PE.GetOrientation(PhysBody); |
582 | return _orientation; | 580 | return _orientation; |
583 | } | 581 | } |
584 | set | 582 | set |
@@ -586,8 +584,8 @@ public sealed class BSCharacter : BSPhysObject | |||
586 | _orientation = value; | 584 | _orientation = value; |
587 | if (PhysBody.HasPhysicalBody) | 585 | if (PhysBody.HasPhysicalBody) |
588 | { | 586 | { |
589 | // _position = BulletSimAPI.GetPosition2(BSBody.ptr); | 587 | // _position = PhysicsScene.PE.GetPosition(BSBody); |
590 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 588 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
591 | } | 589 | } |
592 | } | 590 | } |
593 | } | 591 | } |
@@ -638,9 +636,9 @@ public sealed class BSCharacter : BSPhysObject | |||
638 | if (PhysBody.HasPhysicalBody) | 636 | if (PhysBody.HasPhysicalBody) |
639 | { | 637 | { |
640 | if (_floatOnWater) | 638 | if (_floatOnWater) |
641 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 639 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
642 | else | 640 | else |
643 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 641 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
644 | } | 642 | } |
645 | }); | 643 | }); |
646 | } | 644 | } |
@@ -678,7 +676,7 @@ public sealed class BSCharacter : BSPhysObject | |||
678 | // Buoyancy is faked by changing the gravity applied to the object | 676 | // Buoyancy is faked by changing the gravity applied to the object |
679 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); | 677 | float grav = PhysicsScene.Params.gravity * (1f - _buoyancy); |
680 | if (PhysBody.HasPhysicalBody) | 678 | if (PhysBody.HasPhysicalBody) |
681 | BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav)); | 679 | PhysicsScene.PE.SetGravity(PhysBody, new OMV.Vector3(0f, 0f, grav)); |
682 | } | 680 | } |
683 | } | 681 | } |
684 | 682 | ||
@@ -736,10 +734,10 @@ public sealed class BSCharacter : BSPhysObject | |||
736 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() | 734 | PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.AddForce", delegate() |
737 | { | 735 | { |
738 | // Bullet adds this central force to the total force for this tick | 736 | // Bullet adds this central force to the total force for this tick |
739 | DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); | 737 | // DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce); |
740 | if (PhysBody.HasPhysicalBody) | 738 | if (PhysBody.HasPhysicalBody) |
741 | { | 739 | { |
742 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); | 740 | PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); |
743 | } | 741 | } |
744 | }); | 742 | }); |
745 | } | 743 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs index 59584b2..b813974 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint.cs | |||
@@ -37,6 +37,7 @@ public abstract class BSConstraint : IDisposable | |||
37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; | 37 | private static string LogHeader = "[BULLETSIM CONSTRAINT]"; |
38 | 38 | ||
39 | protected BulletWorld m_world; | 39 | protected BulletWorld m_world; |
40 | protected BSScene PhysicsScene; | ||
40 | protected BulletBody m_body1; | 41 | protected BulletBody m_body1; |
41 | protected BulletBody m_body2; | 42 | protected BulletBody m_body2; |
42 | protected BulletConstraint m_constraint; | 43 | protected BulletConstraint m_constraint; |
@@ -48,8 +49,10 @@ public abstract class BSConstraint : IDisposable | |||
48 | public abstract ConstraintType Type { get; } | 49 | public abstract ConstraintType Type { get; } |
49 | public bool IsEnabled { get { return m_enabled; } } | 50 | public bool IsEnabled { get { return m_enabled; } } |
50 | 51 | ||
51 | public BSConstraint() | 52 | public BSConstraint(BulletWorld world) |
52 | { | 53 | { |
54 | m_world = world; | ||
55 | PhysicsScene = m_world.physicsScene; | ||
53 | } | 56 | } |
54 | 57 | ||
55 | public virtual void Dispose() | 58 | public virtual void Dispose() |
@@ -59,11 +62,11 @@ public abstract class BSConstraint : IDisposable | |||
59 | m_enabled = false; | 62 | m_enabled = false; |
60 | if (m_constraint.HasPhysicalConstraint) | 63 | if (m_constraint.HasPhysicalConstraint) |
61 | { | 64 | { |
62 | bool success = BulletSimAPI.DestroyConstraint2(m_world.ptr, m_constraint.ptr); | 65 | bool success = PhysicsScene.PE.DestroyConstraint(m_world, m_constraint); |
63 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", | 66 | m_world.physicsScene.DetailLog("{0},BSConstraint.Dispose,taint,id1={1},body1={2},id2={3},body2={4},success={5}", |
64 | BSScene.DetailLogZero, | 67 | BSScene.DetailLogZero, |
65 | m_body1.ID, m_body1.ptr.ToString("X"), | 68 | m_body1.ID, m_body1.AddrString, |
66 | m_body2.ID, m_body2.ptr.ToString("X"), | 69 | m_body2.ID, m_body2.AddrString, |
67 | success); | 70 | success); |
68 | m_constraint.Clear(); | 71 | m_constraint.Clear(); |
69 | } | 72 | } |
@@ -74,7 +77,7 @@ public abstract class BSConstraint : IDisposable | |||
74 | { | 77 | { |
75 | bool ret = false; | 78 | bool ret = false; |
76 | if (m_enabled) | 79 | if (m_enabled) |
77 | ret = BulletSimAPI.SetLinearLimits2(m_constraint.ptr, low, high); | 80 | ret = PhysicsScene.PE.SetLinearLimits(m_constraint, low, high); |
78 | return ret; | 81 | return ret; |
79 | } | 82 | } |
80 | 83 | ||
@@ -82,7 +85,7 @@ public abstract class BSConstraint : IDisposable | |||
82 | { | 85 | { |
83 | bool ret = false; | 86 | bool ret = false; |
84 | if (m_enabled) | 87 | if (m_enabled) |
85 | ret = BulletSimAPI.SetAngularLimits2(m_constraint.ptr, low, high); | 88 | ret = PhysicsScene.PE.SetAngularLimits(m_constraint, low, high); |
86 | return ret; | 89 | return ret; |
87 | } | 90 | } |
88 | 91 | ||
@@ -91,7 +94,7 @@ public abstract class BSConstraint : IDisposable | |||
91 | bool ret = false; | 94 | bool ret = false; |
92 | if (m_enabled) | 95 | if (m_enabled) |
93 | { | 96 | { |
94 | BulletSimAPI.SetConstraintNumSolverIterations2(m_constraint.ptr, cnt); | 97 | PhysicsScene.PE.SetConstraintNumSolverIterations(m_constraint, cnt); |
95 | ret = true; | 98 | ret = true; |
96 | } | 99 | } |
97 | return ret; | 100 | return ret; |
@@ -103,7 +106,7 @@ public abstract class BSConstraint : IDisposable | |||
103 | if (m_enabled) | 106 | if (m_enabled) |
104 | { | 107 | { |
105 | // Recompute the internal transforms | 108 | // Recompute the internal transforms |
106 | BulletSimAPI.CalculateTransforms2(m_constraint.ptr); | 109 | PhysicsScene.PE.CalculateTransforms(m_constraint); |
107 | ret = true; | 110 | ret = true; |
108 | } | 111 | } |
109 | return ret; | 112 | return ret; |
@@ -122,7 +125,7 @@ public abstract class BSConstraint : IDisposable | |||
122 | // Setting an object's mass to zero (making it static like when it's selected) | 125 | // Setting an object's mass to zero (making it static like when it's selected) |
123 | // automatically disables the constraints. | 126 | // automatically disables the constraints. |
124 | // If the link is enabled, be sure to set the constraint itself to enabled. | 127 | // If the link is enabled, be sure to set the constraint itself to enabled. |
125 | BulletSimAPI.SetConstraintEnable2(m_constraint.ptr, BSParam.NumericBool(true)); | 128 | PhysicsScene.PE.SetConstraintEnable(m_constraint, BSParam.NumericBool(true)); |
126 | } | 129 | } |
127 | else | 130 | else |
128 | { | 131 | { |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs index b946870..ecb1b32 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraint6Dof.cs | |||
@@ -43,46 +43,44 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
43 | Vector3 frame1, Quaternion frame1rot, | 43 | Vector3 frame1, Quaternion frame1rot, |
44 | Vector3 frame2, Quaternion frame2rot, | 44 | Vector3 frame2, Quaternion frame2rot, |
45 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 45 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
46 | : base(world) | ||
46 | { | 47 | { |
47 | m_world = world; | ||
48 | m_body1 = obj1; | 48 | m_body1 = obj1; |
49 | m_body2 = obj2; | 49 | m_body2 = obj2; |
50 | m_constraint = new BulletConstraint( | 50 | m_constraint = PhysicsScene.PE.Create6DofConstraint(m_world, m_body1, m_body2, |
51 | BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, | ||
52 | frame1, frame1rot, | 51 | frame1, frame1rot, |
53 | frame2, frame2rot, | 52 | frame2, frame2rot, |
54 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 53 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
55 | m_enabled = true; | 54 | m_enabled = true; |
56 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | 55 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createFrame,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", |
57 | BSScene.DetailLogZero, world.worldID, | 56 | BSScene.DetailLogZero, world.worldID, |
58 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | 57 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
59 | } | 58 | } |
60 | 59 | ||
61 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, | 60 | public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2, |
62 | Vector3 joinPoint, | 61 | Vector3 joinPoint, |
63 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 62 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
63 | : base(world) | ||
64 | { | 64 | { |
65 | m_world = world; | ||
66 | m_body1 = obj1; | 65 | m_body1 = obj1; |
67 | m_body2 = obj2; | 66 | m_body2 = obj2; |
68 | if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody) | 67 | if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody) |
69 | { | 68 | { |
70 | world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | 69 | world.physicsScene.DetailLog("{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", |
71 | BSScene.DetailLogZero, world.worldID, | 70 | BSScene.DetailLogZero, world.worldID, |
72 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | 71 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
73 | world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", | 72 | world.physicsScene.Logger.ErrorFormat("{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}", |
74 | LogHeader, world.worldID, obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | 73 | LogHeader, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
75 | m_enabled = false; | 74 | m_enabled = false; |
76 | } | 75 | } |
77 | else | 76 | else |
78 | { | 77 | { |
79 | m_constraint = new BulletConstraint( | 78 | m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2, |
80 | BulletSimAPI.Create6DofConstraintToPoint2(m_world.ptr, m_body1.ptr, m_body2.ptr, | ||
81 | joinPoint, | 79 | joinPoint, |
82 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 80 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
83 | world.physicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", | 81 | PhysicsScene.DetailLog("{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}", |
84 | BSScene.DetailLogZero, world.worldID, m_constraint.ptr.ToString("X"), | 82 | BSScene.DetailLogZero, world.worldID, m_constraint.AddrString, |
85 | obj1.ID, obj1.ptr.ToString("X"), obj2.ID, obj2.ptr.ToString("X")); | 83 | obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString); |
86 | if (!m_constraint.HasPhysicalConstraint) | 84 | if (!m_constraint.HasPhysicalConstraint) |
87 | { | 85 | { |
88 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", | 86 | world.physicsScene.Logger.ErrorFormat("{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}", |
@@ -101,7 +99,7 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
101 | bool ret = false; | 99 | bool ret = false; |
102 | if (m_enabled) | 100 | if (m_enabled) |
103 | { | 101 | { |
104 | BulletSimAPI.SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | 102 | PhysicsScene.PE.SetFrames(m_constraint, frameA, frameArot, frameB, frameBrot); |
105 | ret = true; | 103 | ret = true; |
106 | } | 104 | } |
107 | return ret; | 105 | return ret; |
@@ -112,9 +110,9 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
112 | bool ret = false; | 110 | bool ret = false; |
113 | if (m_enabled) | 111 | if (m_enabled) |
114 | { | 112 | { |
115 | BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | 113 | PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL); |
116 | BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); | 114 | PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_STOP_ERP, erp, ConstraintParamAxis.AXIS_ALL); |
117 | BulletSimAPI.SetConstraintParam2(m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); | 115 | PhysicsScene.PE.SetConstraintParam(m_constraint, ConstraintParams.BT_CONSTRAINT_CFM, cfm, ConstraintParamAxis.AXIS_ALL); |
118 | ret = true; | 116 | ret = true; |
119 | } | 117 | } |
120 | return ret; | 118 | return ret; |
@@ -125,7 +123,7 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
125 | bool ret = false; | 123 | bool ret = false; |
126 | float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | 124 | float onOff = useOffset ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; |
127 | if (m_enabled) | 125 | if (m_enabled) |
128 | ret = BulletSimAPI.UseFrameOffset2(m_constraint.ptr, onOff); | 126 | ret = PhysicsScene.PE.UseFrameOffset(m_constraint, onOff); |
129 | return ret; | 127 | return ret; |
130 | } | 128 | } |
131 | 129 | ||
@@ -135,7 +133,7 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
135 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; | 133 | float onOff = enable ? ConfigurationParameters.numericTrue : ConfigurationParameters.numericFalse; |
136 | if (m_enabled) | 134 | if (m_enabled) |
137 | { | 135 | { |
138 | ret = BulletSimAPI.TranslationalLimitMotor2(m_constraint.ptr, onOff, targetVelocity, maxMotorForce); | 136 | ret = PhysicsScene.PE.TranslationalLimitMotor(m_constraint, onOff, targetVelocity, maxMotorForce); |
139 | m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}", | 137 | m_world.physicsScene.DetailLog("{0},BS6DOFConstraint,TransLimitMotor,enable={1},vel={2},maxForce={3}", |
140 | BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce); | 138 | BSScene.DetailLogZero, enable, targetVelocity, maxMotorForce); |
141 | } | 139 | } |
@@ -146,7 +144,7 @@ public sealed class BSConstraint6Dof : BSConstraint | |||
146 | { | 144 | { |
147 | bool ret = false; | 145 | bool ret = false; |
148 | if (m_enabled) | 146 | if (m_enabled) |
149 | ret = BulletSimAPI.SetBreakingImpulseThreshold2(m_constraint.ptr, threshold); | 147 | ret = PhysicsScene.PE.SetBreakingImpulseThreshold(m_constraint, threshold); |
150 | return ret; | 148 | return ret; |
151 | } | 149 | } |
152 | } | 150 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs index a5378b9..7714a03 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSConstraintHinge.cs | |||
@@ -40,15 +40,13 @@ public sealed class BSConstraintHinge : BSConstraint | |||
40 | Vector3 pivotInA, Vector3 pivotInB, | 40 | Vector3 pivotInA, Vector3 pivotInB, |
41 | Vector3 axisInA, Vector3 axisInB, | 41 | Vector3 axisInA, Vector3 axisInB, |
42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 42 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
43 | : base(world) | ||
43 | { | 44 | { |
44 | m_world = world; | ||
45 | m_body1 = obj1; | 45 | m_body1 = obj1; |
46 | m_body2 = obj2; | 46 | m_body2 = obj2; |
47 | m_constraint = new BulletConstraint( | 47 | m_constraint = PhysicsScene.PE.CreateHingeConstraint(world, obj1, obj2, |
48 | BulletSimAPI.CreateHingeConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr, | 48 | pivotInA, pivotInB, axisInA, axisInB, |
49 | pivotInA, pivotInB, | 49 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies); |
50 | axisInA, axisInB, | ||
51 | useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
52 | m_enabled = true; | 50 | m_enabled = true; |
53 | } | 51 | } |
54 | 52 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs index 0bdfbe3..13c2539 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | |||
@@ -558,30 +558,30 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
558 | 558 | ||
559 | // Friction affects are handled by this vehicle code | 559 | // Friction affects are handled by this vehicle code |
560 | float friction = 0f; | 560 | float friction = 0f; |
561 | BulletSimAPI.SetFriction2(Prim.PhysBody.ptr, friction); | 561 | PhysicsScene.PE.SetFriction(Prim.PhysBody, friction); |
562 | 562 | ||
563 | // Moderate angular movement introduced by Bullet. | 563 | // Moderate angular movement introduced by Bullet. |
564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. | 564 | // TODO: possibly set AngularFactor and LinearFactor for the type of vehicle. |
565 | // Maybe compute linear and angular factor and damping from params. | 565 | // Maybe compute linear and angular factor and damping from params. |
566 | float angularDamping = BSParam.VehicleAngularDamping; | 566 | float angularDamping = BSParam.VehicleAngularDamping; |
567 | BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | 567 | PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping); |
568 | 568 | ||
569 | // Vehicles report collision events so we know when it's on the ground | 569 | // Vehicles report collision events so we know when it's on the ground |
570 | BulletSimAPI.AddToCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | 570 | PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
571 | 571 | ||
572 | Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass); | 572 | Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass); |
573 | BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia); | 573 | PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, localInertia); |
574 | BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr); | 574 | PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody); |
575 | 575 | ||
576 | Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); | 576 | Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy); |
577 | BulletSimAPI.SetGravity2(Prim.PhysBody.ptr, grav); | 577 | PhysicsScene.PE.SetGravity(Prim.PhysBody, grav); |
578 | 578 | ||
579 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", | 579 | VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}", |
580 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); | 580 | Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping); |
581 | } | 581 | } |
582 | else | 582 | else |
583 | { | 583 | { |
584 | BulletSimAPI.RemoveFromCollisionFlags2(Prim.PhysBody.ptr, CollisionFlags.BS_VEHICLE_COLLISIONS); | 584 | PhysicsScene.PE.RemoveFromCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS); |
585 | } | 585 | } |
586 | } | 586 | } |
587 | 587 | ||
@@ -651,7 +651,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
651 | if ((m_knownChanged & m_knownChangedVelocity) != 0) | 651 | if ((m_knownChanged & m_knownChangedVelocity) != 0) |
652 | { | 652 | { |
653 | Prim.ForceVelocity = m_knownVelocity; | 653 | Prim.ForceVelocity = m_knownVelocity; |
654 | BulletSimAPI.SetInterpolationLinearVelocity2(Prim.PhysBody.ptr, VehicleVelocity); | 654 | PhysicsScene.PE.SetInterpolationLinearVelocity(Prim.PhysBody, VehicleVelocity); |
655 | } | 655 | } |
656 | 656 | ||
657 | if ((m_knownChanged & m_knownChangedForce) != 0) | 657 | if ((m_knownChanged & m_knownChangedForce) != 0) |
@@ -661,7 +661,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
661 | { | 661 | { |
662 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; | 662 | Prim.ForceRotationalVelocity = m_knownRotationalVelocity; |
663 | // Fake out Bullet by making it think the velocity is the same as last time. | 663 | // Fake out Bullet by making it think the velocity is the same as last time. |
664 | BulletSimAPI.SetInterpolationAngularVelocity2(Prim.PhysBody.ptr, m_knownRotationalVelocity); | 664 | PhysicsScene.PE.SetInterpolationAngularVelocity(Prim.PhysBody, m_knownRotationalVelocity); |
665 | } | 665 | } |
666 | 666 | ||
667 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) | 667 | if ((m_knownChanged & m_knownChangedRotationalForce) != 0) |
@@ -669,7 +669,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
669 | 669 | ||
670 | // If we set one of the values (ie, the physics engine didn't do it) we must force | 670 | // If we set one of the values (ie, the physics engine didn't do it) we must force |
671 | // an UpdateProperties event to send the changes up to the simulator. | 671 | // an UpdateProperties event to send the changes up to the simulator. |
672 | BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr); | 672 | PhysicsScene.PE.PushUpdate(Prim.PhysBody); |
673 | } | 673 | } |
674 | m_knownChanged = 0; | 674 | m_knownChanged = 0; |
675 | } | 675 | } |
@@ -823,7 +823,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
823 | if (!IsActive) return; | 823 | if (!IsActive) return; |
824 | 824 | ||
825 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | 825 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) |
826 | BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, Prim.PhysBody.ptr); | 826 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); |
827 | 827 | ||
828 | ForgetKnownVehicleProperties(); | 828 | ForgetKnownVehicleProperties(); |
829 | 829 | ||
@@ -840,7 +840,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
840 | PushKnownChanged(); | 840 | PushKnownChanged(); |
841 | 841 | ||
842 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) | 842 | if (PhysicsScene.VehiclePhysicalLoggingEnabled) |
843 | BulletSimAPI.DumpRigidBody2(PhysicsScene.World.ptr, Prim.PhysBody.ptr); | 843 | PhysicsScene.PE.DumpRigidBody(PhysicsScene.World, Prim.PhysBody); |
844 | 844 | ||
845 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", | 845 | VDetailLog("{0},BSDynamics.Step,done,pos={1},force={2},velocity={3},angvel={4}", |
846 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); | 846 | Prim.LocalID, VehiclePosition, Prim.Force, VehicleVelocity, VehicleRotationalVelocity); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs index 19ce62b..bd03d31 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetCompound.cs | |||
@@ -131,10 +131,10 @@ public sealed class BSLinksetCompound : BSLinkset | |||
131 | { | 131 | { |
132 | // The origional prims are removed from the world as the shape of the root compound | 132 | // The origional prims are removed from the world as the shape of the root compound |
133 | // shape takes over. | 133 | // shape takes over. |
134 | BulletSimAPI.AddToCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 134 | PhysicsScene.PE.AddToCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
135 | BulletSimAPI.ForceActivationState2(child.PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | 135 | PhysicsScene.PE.ForceActivationState(child.PhysBody, ActivationState.DISABLE_SIMULATION); |
136 | // We don't want collisions from the old linkset children. | 136 | // We don't want collisions from the old linkset children. |
137 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 137 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
138 | 138 | ||
139 | child.PhysBody.collisionType = CollisionType.LinksetChild; | 139 | child.PhysBody.collisionType = CollisionType.LinksetChild; |
140 | 140 | ||
@@ -159,12 +159,12 @@ public sealed class BSLinksetCompound : BSLinkset | |||
159 | else | 159 | else |
160 | { | 160 | { |
161 | // The non-physical children can come back to life. | 161 | // The non-physical children can come back to life. |
162 | BulletSimAPI.RemoveFromCollisionFlags2(child.PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 162 | PhysicsScene.PE.RemoveFromCollisionFlags(child.PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
163 | 163 | ||
164 | child.PhysBody.collisionType = CollisionType.LinksetChild; | 164 | child.PhysBody.collisionType = CollisionType.LinksetChild; |
165 | 165 | ||
166 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. | 166 | // Don't force activation so setting of DISABLE_SIMULATION can stay if used. |
167 | BulletSimAPI.Activate2(child.PhysBody.ptr, false); | 167 | PhysicsScene.PE.Activate(child.PhysBody, false); |
168 | ret = true; | 168 | ret = true; |
169 | } | 169 | } |
170 | return ret; | 170 | return ret; |
@@ -196,7 +196,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
196 | bool ret = false; | 196 | bool ret = false; |
197 | 197 | ||
198 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", | 198 | DetailLog("{0},BSLinksetCompound.RemoveBodyDependencies,refreshIfChild,rID={1},rBody={2},isRoot={3}", |
199 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), IsRoot(child)); | 199 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, IsRoot(child)); |
200 | 200 | ||
201 | if (!IsRoot(child)) | 201 | if (!IsRoot(child)) |
202 | { | 202 | { |
@@ -280,8 +280,8 @@ public sealed class BSLinksetCompound : BSLinkset | |||
280 | { | 280 | { |
281 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | 281 | DetailLog("{0},BSLinksetCompound.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", |
282 | child.LocalID, | 282 | child.LocalID, |
283 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), | 283 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, |
284 | child.LocalID, child.PhysBody.ptr.ToString("X")); | 284 | child.LocalID, child.PhysBody.AddrString); |
285 | 285 | ||
286 | // Cause the child's body to be rebuilt and thus restored to normal operation | 286 | // Cause the child's body to be rebuilt and thus restored to normal operation |
287 | RecomputeChildWorldPosition(child, false); | 287 | RecomputeChildWorldPosition(child, false); |
@@ -359,7 +359,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
359 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); | 359 | PhysicsScene.Shapes.CreateGeomMeshOrHull(cPrim, null); |
360 | BulletShape newShape = cPrim.PhysShape; | 360 | BulletShape newShape = cPrim.PhysShape; |
361 | cPrim.PhysShape = saveShape; | 361 | cPrim.PhysShape = saveShape; |
362 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, newShape.ptr, lci.OffsetPos, lci.OffsetRot); | 362 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, newShape, lci.OffsetPos, lci.OffsetRot); |
363 | } | 363 | } |
364 | else | 364 | else |
365 | { | 365 | { |
@@ -371,7 +371,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
371 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", | 371 | PhysicsScene.Logger.ErrorFormat("{0} Rebuilt sharable shape when building linkset! Region={1}, primID={2}, shape={3}", |
372 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); | 372 | LogHeader, PhysicsScene.RegionName, cPrim.LocalID, cPrim.PhysShape); |
373 | } | 373 | } |
374 | BulletSimAPI.AddChildShapeToCompoundShape2(LinksetRoot.PhysShape.ptr, cPrim.PhysShape.ptr, lci.OffsetPos, lci.OffsetRot); | 374 | PhysicsScene.PE.AddChildShapeToCompoundShape(LinksetRoot.PhysShape, cPrim.PhysShape, lci.OffsetPos, lci.OffsetRot); |
375 | } | 375 | } |
376 | } | 376 | } |
377 | return false; // 'false' says to move onto the next child in the list | 377 | return false; // 'false' says to move onto the next child in the list |
@@ -386,12 +386,7 @@ public sealed class BSLinksetCompound : BSLinkset | |||
386 | Rebuilding = false; | 386 | Rebuilding = false; |
387 | } | 387 | } |
388 | 388 | ||
389 | BulletSimAPI.RecalculateCompoundShapeLocalAabb2(LinksetRoot.PhysShape.ptr); | 389 | PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape); |
390 | |||
391 | // DEBUG: see of inter-linkset collisions are causing problems for constraint linksets. | ||
392 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | ||
393 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
394 | |||
395 | } | 390 | } |
396 | } | 391 | } |
397 | } \ No newline at end of file | 392 | } \ No newline at end of file |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs index 6b592e7..d0b2a56 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSLinksetConstraints.cs | |||
@@ -48,12 +48,15 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
48 | { | 48 | { |
49 | base.Refresh(requestor); | 49 | base.Refresh(requestor); |
50 | 50 | ||
51 | // Queue to happen after all the other taint processing | 51 | if (HasAnyChildren && IsRoot(requestor)) |
52 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() | 52 | { |
53 | { | 53 | // Queue to happen after all the other taint processing |
54 | if (HasAnyChildren && IsRoot(requestor)) | 54 | PhysicsScene.PostTaintObject("BSLinksetContraints.Refresh", requestor.LocalID, delegate() |
55 | RecomputeLinksetConstraints(); | 55 | { |
56 | }); | 56 | if (HasAnyChildren && IsRoot(requestor)) |
57 | RecomputeLinksetConstraints(); | ||
58 | }); | ||
59 | } | ||
57 | } | 60 | } |
58 | 61 | ||
59 | // The object is going dynamic (physical). Do any setup necessary | 62 | // The object is going dynamic (physical). Do any setup necessary |
@@ -95,7 +98,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
95 | bool ret = false; | 98 | bool ret = false; |
96 | 99 | ||
97 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", | 100 | DetailLog("{0},BSLinksetConstraint.RemoveBodyDependencies,removeChildrenForRoot,rID={1},rBody={2}", |
98 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X")); | 101 | child.LocalID, LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString); |
99 | 102 | ||
100 | lock (m_linksetActivityLock) | 103 | lock (m_linksetActivityLock) |
101 | { | 104 | { |
@@ -144,8 +147,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
144 | 147 | ||
145 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", | 148 | DetailLog("{0},BSLinksetConstraints.RemoveChildFromLinkset,call,rID={1},rBody={2},cID={3},cBody={4}", |
146 | childx.LocalID, | 149 | childx.LocalID, |
147 | rootx.LocalID, rootx.PhysBody.ptr.ToString("X"), | 150 | rootx.LocalID, rootx.PhysBody.AddrString, |
148 | childx.LocalID, childx.PhysBody.ptr.ToString("X")); | 151 | childx.LocalID, childx.PhysBody.AddrString); |
149 | 152 | ||
150 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() | 153 | PhysicsScene.TaintedObject("BSLinksetConstraints.RemoveChildFromLinkset", delegate() |
151 | { | 154 | { |
@@ -184,8 +187,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
184 | 187 | ||
185 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", | 188 | DetailLog("{0},BSLinksetConstraint.BuildConstraint,taint,root={1},rBody={2},child={3},cBody={4},rLoc={5},cLoc={6},midLoc={7}", |
186 | rootPrim.LocalID, | 189 | rootPrim.LocalID, |
187 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), | 190 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, |
188 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X"), | 191 | childPrim.LocalID, childPrim.PhysBody.AddrString, |
189 | rootPrim.Position, childPrim.Position, midPoint); | 192 | rootPrim.Position, childPrim.Position, midPoint); |
190 | 193 | ||
191 | // create a constraint that allows no freedom of movement between the two objects | 194 | // create a constraint that allows no freedom of movement between the two objects |
@@ -249,14 +252,14 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
249 | bool ret = false; | 252 | bool ret = false; |
250 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", | 253 | DetailLog("{0},BSLinksetConstraint.PhysicallyUnlinkAChildFromRoot,taint,root={1},rBody={2},child={3},cBody={4}", |
251 | rootPrim.LocalID, | 254 | rootPrim.LocalID, |
252 | rootPrim.LocalID, rootPrim.PhysBody.ptr.ToString("X"), | 255 | rootPrim.LocalID, rootPrim.PhysBody.AddrString, |
253 | childPrim.LocalID, childPrim.PhysBody.ptr.ToString("X")); | 256 | childPrim.LocalID, childPrim.PhysBody.AddrString); |
254 | 257 | ||
255 | // Find the constraint for this link and get rid of it from the overall collection and from my list | 258 | // Find the constraint for this link and get rid of it from the overall collection and from my list |
256 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) | 259 | if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody)) |
257 | { | 260 | { |
258 | // Make the child refresh its location | 261 | // Make the child refresh its location |
259 | BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr); | 262 | PhysicsScene.PE.PushUpdate(childPrim.PhysBody); |
260 | ret = true; | 263 | ret = true; |
261 | } | 264 | } |
262 | 265 | ||
@@ -283,11 +286,8 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
283 | float linksetMass = LinksetMass; | 286 | float linksetMass = LinksetMass; |
284 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true); | 287 | LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true); |
285 | 288 | ||
286 | // DEBUG: see of inter-linkset collisions are causing problems | ||
287 | // BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr, | ||
288 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
289 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", | 289 | DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}", |
290 | LinksetRoot.LocalID, LinksetRoot.PhysBody.ptr.ToString("X"), linksetMass); | 290 | LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass); |
291 | 291 | ||
292 | foreach (BSPhysObject child in m_children) | 292 | foreach (BSPhysObject child in m_children) |
293 | { | 293 | { |
@@ -304,11 +304,7 @@ public sealed class BSLinksetConstraints : BSLinkset | |||
304 | } | 304 | } |
305 | constrain.RecomputeConstraintVariables(linksetMass); | 305 | constrain.RecomputeConstraintVariables(linksetMass); |
306 | 306 | ||
307 | // DEBUG: see of inter-linkset collisions are causing problems | 307 | // PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG |
308 | // BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr, | ||
309 | // (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask); | ||
310 | |||
311 | // BulletSimAPI.DumpConstraint2(PhysicsScene.World.ptr, constrain.Constraint.ptr); // DEBUG DEBUG | ||
312 | } | 308 | } |
313 | 309 | ||
314 | } | 310 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 5c8553a..69ac8cd 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -280,7 +280,7 @@ public static class BSParam | |||
280 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, | 280 | (s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); }, |
281 | (s) => { return s.UnmanagedParams[0].gravity; }, | 281 | (s) => { return s.UnmanagedParams[0].gravity; }, |
282 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, | 282 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); }, |
283 | (s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ), | 283 | (s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ), |
284 | 284 | ||
285 | 285 | ||
286 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", | 286 | new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)", |
@@ -288,49 +288,49 @@ public static class BSParam | |||
288 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, | 288 | (s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); }, |
289 | (s) => { return LinearDamping; }, | 289 | (s) => { return LinearDamping; }, |
290 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, | 290 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); }, |
291 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, AngularDamping); } ), | 291 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ), |
292 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", | 292 | new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)", |
293 | 0f, | 293 | 0f, |
294 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, | 294 | (s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); }, |
295 | (s) => { return AngularDamping; }, | 295 | (s) => { return AngularDamping; }, |
296 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, | 296 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); }, |
297 | (s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, LinearDamping, v); } ), | 297 | (s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ), |
298 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", | 298 | new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static", |
299 | 0.2f, | 299 | 0.2f, |
300 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, | 300 | (s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); }, |
301 | (s) => { return DeactivationTime; }, | 301 | (s) => { return DeactivationTime; }, |
302 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, | 302 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{DeactivationTime=x;}, p, l, v); }, |
303 | (s,o,v) => { BulletSimAPI.SetDeactivationTime2(o.PhysBody.ptr, v); } ), | 303 | (s,o,v) => { s.PE.SetDeactivationTime(o.PhysBody, v); } ), |
304 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", | 304 | new ParameterDefn("LinearSleepingThreshold", "Seconds to measure linear movement before considering static", |
305 | 0.8f, | 305 | 0.8f, |
306 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, | 306 | (s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); }, |
307 | (s) => { return LinearSleepingThreshold; }, | 307 | (s) => { return LinearSleepingThreshold; }, |
308 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, | 308 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); }, |
309 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | 309 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), |
310 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", | 310 | new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static", |
311 | 1.0f, | 311 | 1.0f, |
312 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, | 312 | (s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); }, |
313 | (s) => { return AngularSleepingThreshold; }, | 313 | (s) => { return AngularSleepingThreshold; }, |
314 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, | 314 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); }, |
315 | (s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ), | 315 | (s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ), |
316 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , | 316 | new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" , |
317 | 0f, // set to zero to disable | 317 | 0f, // set to zero to disable |
318 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, | 318 | (s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); }, |
319 | (s) => { return CcdMotionThreshold; }, | 319 | (s) => { return CcdMotionThreshold; }, |
320 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, | 320 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdMotionThreshold=x;}, p, l, v); }, |
321 | (s,o,v) => { BulletSimAPI.SetCcdMotionThreshold2(o.PhysBody.ptr, v); } ), | 321 | (s,o,v) => { s.PE.SetCcdMotionThreshold(o.PhysBody, v); } ), |
322 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , | 322 | new ParameterDefn("CcdSweptSphereRadius", "Continuious collision detection test radius" , |
323 | 0f, | 323 | 0f, |
324 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, | 324 | (s,cf,p,v) => { CcdSweptSphereRadius = cf.GetFloat(p, v); }, |
325 | (s) => { return CcdSweptSphereRadius; }, | 325 | (s) => { return CcdSweptSphereRadius; }, |
326 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, | 326 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{CcdSweptSphereRadius=x;}, p, l, v); }, |
327 | (s,o,v) => { BulletSimAPI.SetCcdSweptSphereRadius2(o.PhysBody.ptr, v); } ), | 327 | (s,o,v) => { s.PE.SetCcdSweptSphereRadius(o.PhysBody, v); } ), |
328 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , | 328 | new ParameterDefn("ContactProcessingThreshold", "Distance between contacts before doing collision check" , |
329 | 0.1f, | 329 | 0.1f, |
330 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, | 330 | (s,cf,p,v) => { ContactProcessingThreshold = cf.GetFloat(p, v); }, |
331 | (s) => { return ContactProcessingThreshold; }, | 331 | (s) => { return ContactProcessingThreshold; }, |
332 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, | 332 | (s,p,l,v) => { s.UpdateParameterObject((x)=>{ContactProcessingThreshold=x;}, p, l, v); }, |
333 | (s,o,v) => { BulletSimAPI.SetContactProcessingThreshold2(o.PhysBody.ptr, v); } ), | 333 | (s,o,v) => { s.PE.SetContactProcessingThreshold(o.PhysBody, v); } ), |
334 | 334 | ||
335 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", | 335 | new ParameterDefn("TerrainImplementation", "Type of shape to use for terrain (0=heightmap, 1=mesh)", |
336 | (float)BSTerrainPhys.TerrainImplementation.Mesh, | 336 | (float)BSTerrainPhys.TerrainImplementation.Mesh, |
@@ -492,11 +492,11 @@ public static class BSParam | |||
492 | (s) => { return LinkConstraintSolverIterations; }, | 492 | (s) => { return LinkConstraintSolverIterations; }, |
493 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), | 493 | (s,p,l,v) => { LinkConstraintSolverIterations = v; } ), |
494 | 494 | ||
495 | new ParameterDefn("LogPhysicsStatisticsFrames", "Frames between outputting detailed phys stats. (0 is off)", | 495 | new ParameterDefn("PhysicsMetricFrames", "Frames between outputting detailed phys metrics. (0 is off)", |
496 | 0f, | 496 | 0f, |
497 | (s,cf,p,v) => { s.UnmanagedParams[0].physicsLoggingFrames = cf.GetInt(p, (int)v); }, | 497 | (s,cf,p,v) => { s.PhysicsMetricDumpFrames = cf.GetFloat(p, (int)v); }, |
498 | (s) => { return (float)s.UnmanagedParams[0].physicsLoggingFrames; }, | 498 | (s) => { return (float)s.PhysicsMetricDumpFrames; }, |
499 | (s,p,l,v) => { s.UnmanagedParams[0].physicsLoggingFrames = (int)v; } ), | 499 | (s,p,l,v) => { s.PhysicsMetricDumpFrames = (int)v; } ), |
500 | }; | 500 | }; |
501 | 501 | ||
502 | // Convert a boolean to our numeric true and false values | 502 | // Convert a boolean to our numeric true and false values |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs index 73b5764..e7cb3e0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs | |||
@@ -67,6 +67,11 @@ public abstract class BSPhysObject : PhysicsActor | |||
67 | PhysObjectName = name; | 67 | PhysObjectName = name; |
68 | TypeName = typeName; | 68 | TypeName = typeName; |
69 | 69 | ||
70 | // We don't have any physical representation yet. | ||
71 | PhysBody = new BulletBody(localID); | ||
72 | PhysShape = new BulletShape(); | ||
73 | |||
74 | // A linkset of just me | ||
70 | Linkset = BSLinkset.Factory(PhysicsScene, this); | 75 | Linkset = BSLinkset.Factory(PhysicsScene, this); |
71 | LastAssetBuildFailed = false; | 76 | LastAssetBuildFailed = false; |
72 | 77 | ||
@@ -303,7 +308,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
303 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() | 308 | PhysicsScene.TaintedObject(TypeName+".SubscribeEvents", delegate() |
304 | { | 309 | { |
305 | if (PhysBody.HasPhysicalBody) | 310 | if (PhysBody.HasPhysicalBody) |
306 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 311 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
307 | }); | 312 | }); |
308 | } | 313 | } |
309 | else | 314 | else |
@@ -319,7 +324,7 @@ public abstract class BSPhysObject : PhysicsActor | |||
319 | { | 324 | { |
320 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. | 325 | // Make sure there is a body there because sometimes destruction happens in an un-ideal order. |
321 | if (PhysBody.HasPhysicalBody) | 326 | if (PhysBody.HasPhysicalBody) |
322 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 327 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
323 | }); | 328 | }); |
324 | } | 329 | } |
325 | // Return 'true' if the simulator wants collision events | 330 | // Return 'true' if the simulator wants collision events |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs index 20f5180..65be52a 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPlugin.cs | |||
@@ -59,12 +59,6 @@ public class BSPlugin : IPhysicsPlugin | |||
59 | { | 59 | { |
60 | if (_mScene == null) | 60 | if (_mScene == null) |
61 | { | 61 | { |
62 | if (Util.IsWindows()) | ||
63 | Util.LoadArchSpecificWindowsDll("BulletSim.dll"); | ||
64 | // If not Windows, loading is performed by the | ||
65 | // Mono loader as specified in | ||
66 | // "bin/Physics/OpenSim.Region.Physics.BulletSPlugin.dll.config". | ||
67 | |||
68 | _mScene = new BSScene(sceneIdentifier); | 62 | _mScene = new BSScene(sceneIdentifier); |
69 | } | 63 | } |
70 | return (_mScene); | 64 | return (_mScene); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 5f3f0d1..826261c 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -111,10 +111,7 @@ public sealed class BSPrim : BSPhysObject | |||
111 | 111 | ||
112 | _mass = CalculateMass(); | 112 | _mass = CalculateMass(); |
113 | 113 | ||
114 | // No body or shape yet | 114 | // Cause linkset variables to be initialized (like mass) |
115 | PhysBody = new BulletBody(LocalID); | ||
116 | PhysShape = new BulletShape(); | ||
117 | |||
118 | Linkset.Refresh(this); | 115 | Linkset.Refresh(this); |
119 | 116 | ||
120 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 117 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
@@ -123,7 +120,7 @@ public sealed class BSPrim : BSPhysObject | |||
123 | { | 120 | { |
124 | CreateGeomAndObject(true); | 121 | CreateGeomAndObject(true); |
125 | 122 | ||
126 | CurrentCollisionFlags = BulletSimAPI.GetCollisionFlags2(PhysBody.ptr); | 123 | CurrentCollisionFlags = PhysicsScene.PE.GetCollisionFlags(PhysBody); |
127 | }); | 124 | }); |
128 | } | 125 | } |
129 | 126 | ||
@@ -256,7 +253,7 @@ public sealed class BSPrim : BSPhysObject | |||
256 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() | 253 | PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate() |
257 | { | 254 | { |
258 | if (PhysBody.HasPhysicalBody) | 255 | if (PhysBody.HasPhysicalBody) |
259 | BulletSimAPI.ClearAllForces2(PhysBody.ptr); | 256 | PhysicsScene.PE.ClearAllForces(PhysBody); |
260 | }); | 257 | }); |
261 | } | 258 | } |
262 | public override void ZeroAngularMotion(bool inTaintTime) | 259 | public override void ZeroAngularMotion(bool inTaintTime) |
@@ -268,8 +265,8 @@ public sealed class BSPrim : BSPhysObject | |||
268 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); | 265 | // DetailLog("{0},BSPrim.ZeroAngularMotion,call,rotVel={1}", LocalID, _rotationalVelocity); |
269 | if (PhysBody.HasPhysicalBody) | 266 | if (PhysBody.HasPhysicalBody) |
270 | { | 267 | { |
271 | BulletSimAPI.SetInterpolationAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | 268 | PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity); |
272 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | 269 | PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); |
273 | } | 270 | } |
274 | }); | 271 | }); |
275 | } | 272 | } |
@@ -295,7 +292,7 @@ public sealed class BSPrim : BSPhysObject | |||
295 | */ | 292 | */ |
296 | 293 | ||
297 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. | 294 | // don't do the GetObjectPosition for root elements because this function is called a zillion times. |
298 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 295 | // _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody); |
299 | return _position; | 296 | return _position; |
300 | } | 297 | } |
301 | set { | 298 | set { |
@@ -303,7 +300,7 @@ public sealed class BSPrim : BSPhysObject | |||
303 | // All positions are given in world positions. | 300 | // All positions are given in world positions. |
304 | if (_position == value) | 301 | if (_position == value) |
305 | { | 302 | { |
306 | DetailLog("{0},BSPrim.setPosition,taint,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); | 303 | DetailLog("{0},BSPrim.setPosition,call,positionNotChanging,pos={1},orient={2}", LocalID, _position, _orientation); |
307 | return; | 304 | return; |
308 | } | 305 | } |
309 | _position = value; | 306 | _position = value; |
@@ -321,14 +318,14 @@ public sealed class BSPrim : BSPhysObject | |||
321 | } | 318 | } |
322 | public override OMV.Vector3 ForcePosition { | 319 | public override OMV.Vector3 ForcePosition { |
323 | get { | 320 | get { |
324 | _position = BulletSimAPI.GetPosition2(PhysBody.ptr); | 321 | _position = PhysicsScene.PE.GetPosition(PhysBody); |
325 | return _position; | 322 | return _position; |
326 | } | 323 | } |
327 | set { | 324 | set { |
328 | _position = value; | 325 | _position = value; |
329 | if (PhysBody.HasPhysicalBody) | 326 | if (PhysBody.HasPhysicalBody) |
330 | { | 327 | { |
331 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 328 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
332 | ActivateIfPhysical(false); | 329 | ActivateIfPhysical(false); |
333 | } | 330 | } |
334 | } | 331 | } |
@@ -408,10 +405,10 @@ public sealed class BSPrim : BSPhysObject | |||
408 | { | 405 | { |
409 | if (IsStatic) | 406 | if (IsStatic) |
410 | { | 407 | { |
411 | BulletSimAPI.SetGravity2(PhysBody.ptr, PhysicsScene.DefaultGravity); | 408 | PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity); |
412 | Inertia = OMV.Vector3.Zero; | 409 | Inertia = OMV.Vector3.Zero; |
413 | BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia); | 410 | PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia); |
414 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | 411 | PhysicsScene.PE.UpdateInertiaTensor(PhysBody); |
415 | } | 412 | } |
416 | else | 413 | else |
417 | { | 414 | { |
@@ -422,18 +419,18 @@ public sealed class BSPrim : BSPhysObject | |||
422 | // Changing interesting properties doesn't change proxy and collision cache | 419 | // Changing interesting properties doesn't change proxy and collision cache |
423 | // information. The Bullet solution is to re-add the object to the world | 420 | // information. The Bullet solution is to re-add the object to the world |
424 | // after parameters are changed. | 421 | // after parameters are changed. |
425 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | 422 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); |
426 | } | 423 | } |
427 | 424 | ||
428 | // The computation of mass props requires gravity to be set on the object. | 425 | // The computation of mass props requires gravity to be set on the object. |
429 | BulletSimAPI.SetGravity2(PhysBody.ptr, grav); | 426 | PhysicsScene.PE.SetGravity(PhysBody, grav); |
430 | 427 | ||
431 | Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass); | 428 | Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass); |
432 | BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia); | 429 | PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia); |
433 | BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr); | 430 | PhysicsScene.PE.UpdateInertiaTensor(PhysBody); |
434 | 431 | ||
435 | // center of mass is at the zero of the object | 432 | // center of mass is at the zero of the object |
436 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation); | 433 | // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(PhysBody, ForcePosition, ForceOrientation); |
437 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, grav, inWorld); | 434 | DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, grav, inWorld); |
438 | 435 | ||
439 | if (inWorld) | 436 | if (inWorld) |
@@ -443,7 +440,7 @@ public sealed class BSPrim : BSPhysObject | |||
443 | 440 | ||
444 | // Must set gravity after it has been added to the world because, for unknown reasons, | 441 | // Must set gravity after it has been added to the world because, for unknown reasons, |
445 | // adding the object resets the object's gravity to world gravity | 442 | // adding the object resets the object's gravity to world gravity |
446 | BulletSimAPI.SetGravity2(PhysBody.ptr, grav); | 443 | PhysicsScene.PE.SetGravity(PhysBody, grav); |
447 | 444 | ||
448 | } | 445 | } |
449 | } | 446 | } |
@@ -486,7 +483,7 @@ public sealed class BSPrim : BSPhysObject | |||
486 | DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); | 483 | DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force); |
487 | if (PhysBody.HasPhysicalBody) | 484 | if (PhysBody.HasPhysicalBody) |
488 | { | 485 | { |
489 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force); | 486 | PhysicsScene.PE.ApplyCentralForce(PhysBody, _force); |
490 | ActivateIfPhysical(false); | 487 | ActivateIfPhysical(false); |
491 | } | 488 | } |
492 | } | 489 | } |
@@ -586,7 +583,7 @@ public sealed class BSPrim : BSPhysObject | |||
586 | _velocity = value; | 583 | _velocity = value; |
587 | if (PhysBody.HasPhysicalBody) | 584 | if (PhysBody.HasPhysicalBody) |
588 | { | 585 | { |
589 | BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity); | 586 | PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity); |
590 | ActivateIfPhysical(false); | 587 | ActivateIfPhysical(false); |
591 | } | 588 | } |
592 | } | 589 | } |
@@ -652,9 +649,9 @@ public sealed class BSPrim : BSPhysObject | |||
652 | { | 649 | { |
653 | if (PhysBody.HasPhysicalBody) | 650 | if (PhysBody.HasPhysicalBody) |
654 | { | 651 | { |
655 | // _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr); | 652 | // _position = PhysicsScene.PE.GetObjectPosition(PhysicsScene.World, BSBody); |
656 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); | 653 | // DetailLog("{0},BSPrim.setOrientation,taint,pos={1},orient={2}", LocalID, _position, _orientation); |
657 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 654 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
658 | } | 655 | } |
659 | }); | 656 | }); |
660 | } | 657 | } |
@@ -664,13 +661,13 @@ public sealed class BSPrim : BSPhysObject | |||
664 | { | 661 | { |
665 | get | 662 | get |
666 | { | 663 | { |
667 | _orientation = BulletSimAPI.GetOrientation2(PhysBody.ptr); | 664 | _orientation = PhysicsScene.PE.GetOrientation(PhysBody); |
668 | return _orientation; | 665 | return _orientation; |
669 | } | 666 | } |
670 | set | 667 | set |
671 | { | 668 | { |
672 | _orientation = value; | 669 | _orientation = value; |
673 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 670 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
674 | } | 671 | } |
675 | } | 672 | } |
676 | public override int PhysicsActorType { | 673 | public override int PhysicsActorType { |
@@ -726,7 +723,7 @@ public sealed class BSPrim : BSPhysObject | |||
726 | 723 | ||
727 | // Mangling all the physical properties requires the object not be in the physical world. | 724 | // Mangling all the physical properties requires the object not be in the physical world. |
728 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). | 725 | // This is a NOOP if the object is not in the world (BulletSim and Bullet ignore objects not found). |
729 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | 726 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, PhysBody); |
730 | 727 | ||
731 | // Set up the object physicalness (does gravity and collisions move this object) | 728 | // Set up the object physicalness (does gravity and collisions move this object) |
732 | MakeDynamic(IsStatic); | 729 | MakeDynamic(IsStatic); |
@@ -743,7 +740,7 @@ public sealed class BSPrim : BSPhysObject | |||
743 | AddObjectToPhysicalWorld(); | 740 | AddObjectToPhysicalWorld(); |
744 | 741 | ||
745 | // Rebuild its shape | 742 | // Rebuild its shape |
746 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, PhysBody.ptr); | 743 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, PhysBody); |
747 | 744 | ||
748 | // Recompute any linkset parameters. | 745 | // Recompute any linkset parameters. |
749 | // When going from non-physical to physical, this re-enables the constraints that | 746 | // When going from non-physical to physical, this re-enables the constraints that |
@@ -765,28 +762,28 @@ public sealed class BSPrim : BSPhysObject | |||
765 | if (makeStatic) | 762 | if (makeStatic) |
766 | { | 763 | { |
767 | // Become a Bullet 'static' object type | 764 | // Become a Bullet 'static' object type |
768 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 765 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); |
769 | // Stop all movement | 766 | // Stop all movement |
770 | ZeroMotion(true); | 767 | ZeroMotion(true); |
771 | 768 | ||
772 | // Set various physical properties so other object interact properly | 769 | // Set various physical properties so other object interact properly |
773 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); | 770 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, false); |
774 | BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); | 771 | PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction); |
775 | BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); | 772 | PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution); |
776 | 773 | ||
777 | // Mass is zero which disables a bunch of physics stuff in Bullet | 774 | // Mass is zero which disables a bunch of physics stuff in Bullet |
778 | UpdatePhysicalMassProperties(0f, false); | 775 | UpdatePhysicalMassProperties(0f, false); |
779 | // Set collision detection parameters | 776 | // Set collision detection parameters |
780 | if (BSParam.CcdMotionThreshold > 0f) | 777 | if (BSParam.CcdMotionThreshold > 0f) |
781 | { | 778 | { |
782 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); | 779 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); |
783 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); | 780 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); |
784 | } | 781 | } |
785 | 782 | ||
786 | // The activation state is 'disabled' so Bullet will not try to act on it. | 783 | // The activation state is 'disabled' so Bullet will not try to act on it. |
787 | // BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.DISABLE_SIMULATION); | 784 | // PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.DISABLE_SIMULATION); |
788 | // Start it out sleeping and physical actions could wake it up. | 785 | // Start it out sleeping and physical actions could wake it up. |
789 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ISLAND_SLEEPING); | 786 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ISLAND_SLEEPING); |
790 | 787 | ||
791 | // This collides like a static object | 788 | // This collides like a static object |
792 | PhysBody.collisionType = CollisionType.Static; | 789 | PhysBody.collisionType = CollisionType.Static; |
@@ -797,22 +794,22 @@ public sealed class BSPrim : BSPhysObject | |||
797 | else | 794 | else |
798 | { | 795 | { |
799 | // Not a Bullet static object | 796 | // Not a Bullet static object |
800 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 797 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_STATIC_OBJECT); |
801 | 798 | ||
802 | // Set various physical properties so other object interact properly | 799 | // Set various physical properties so other object interact properly |
803 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true); | 800 | MaterialAttributes matAttrib = BSMaterials.GetAttributes(Material, true); |
804 | BulletSimAPI.SetFriction2(PhysBody.ptr, matAttrib.friction); | 801 | PhysicsScene.PE.SetFriction(PhysBody, matAttrib.friction); |
805 | BulletSimAPI.SetRestitution2(PhysBody.ptr, matAttrib.restitution); | 802 | PhysicsScene.PE.SetRestitution(PhysBody, matAttrib.restitution); |
806 | 803 | ||
807 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 | 804 | // per http://www.bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=3382 |
808 | // Since this can be called multiple times, only zero forces when becoming physical | 805 | // Since this can be called multiple times, only zero forces when becoming physical |
809 | // BulletSimAPI.ClearAllForces2(BSBody.ptr); | 806 | // PhysicsScene.PE.ClearAllForces(BSBody); |
810 | 807 | ||
811 | // For good measure, make sure the transform is set through to the motion state | 808 | // For good measure, make sure the transform is set through to the motion state |
812 | BulletSimAPI.SetTranslation2(PhysBody.ptr, _position, _orientation); | 809 | PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation); |
813 | 810 | ||
814 | // Center of mass is at the center of the object | 811 | // Center of mass is at the center of the object |
815 | // DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody.ptr, _position, _orientation); | 812 | // DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation); |
816 | 813 | ||
817 | // A dynamic object has mass | 814 | // A dynamic object has mass |
818 | UpdatePhysicalMassProperties(RawMass, false); | 815 | UpdatePhysicalMassProperties(RawMass, false); |
@@ -820,22 +817,22 @@ public sealed class BSPrim : BSPhysObject | |||
820 | // Set collision detection parameters | 817 | // Set collision detection parameters |
821 | if (BSParam.CcdMotionThreshold > 0f) | 818 | if (BSParam.CcdMotionThreshold > 0f) |
822 | { | 819 | { |
823 | BulletSimAPI.SetCcdMotionThreshold2(PhysBody.ptr, BSParam.CcdMotionThreshold); | 820 | PhysicsScene.PE.SetCcdMotionThreshold(PhysBody, BSParam.CcdMotionThreshold); |
824 | BulletSimAPI.SetCcdSweptSphereRadius2(PhysBody.ptr, BSParam.CcdSweptSphereRadius); | 821 | PhysicsScene.PE.SetCcdSweptSphereRadius(PhysBody, BSParam.CcdSweptSphereRadius); |
825 | } | 822 | } |
826 | 823 | ||
827 | // Various values for simulation limits | 824 | // Various values for simulation limits |
828 | BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping); | 825 | PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping); |
829 | BulletSimAPI.SetDeactivationTime2(PhysBody.ptr, BSParam.DeactivationTime); | 826 | PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime); |
830 | BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); | 827 | PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold); |
831 | BulletSimAPI.SetContactProcessingThreshold2(PhysBody.ptr, BSParam.ContactProcessingThreshold); | 828 | PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold); |
832 | 829 | ||
833 | // This collides like an object. | 830 | // This collides like an object. |
834 | PhysBody.collisionType = CollisionType.Dynamic; | 831 | PhysBody.collisionType = CollisionType.Dynamic; |
835 | 832 | ||
836 | // Force activation of the object so Bullet will act on it. | 833 | // Force activation of the object so Bullet will act on it. |
837 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. | 834 | // Must do the ForceActivationState2() to overcome the DISABLE_SIMULATION from static objects. |
838 | BulletSimAPI.ForceActivationState2(PhysBody.ptr, ActivationState.ACTIVE_TAG); | 835 | PhysicsScene.PE.ForceActivationState(PhysBody, ActivationState.ACTIVE_TAG); |
839 | 836 | ||
840 | // There might be special things needed for implementing linksets. | 837 | // There might be special things needed for implementing linksets. |
841 | Linkset.MakeDynamic(this); | 838 | Linkset.MakeDynamic(this); |
@@ -848,7 +845,7 @@ public sealed class BSPrim : BSPhysObject | |||
848 | // the functions after this one set up the state of a possibly newly created collision body. | 845 | // the functions after this one set up the state of a possibly newly created collision body. |
849 | private void MakeSolid(bool makeSolid) | 846 | private void MakeSolid(bool makeSolid) |
850 | { | 847 | { |
851 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(PhysBody.ptr); | 848 | CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(PhysBody); |
852 | if (makeSolid) | 849 | if (makeSolid) |
853 | { | 850 | { |
854 | // Verify the previous code created the correct shape for this type of thing. | 851 | // Verify the previous code created the correct shape for this type of thing. |
@@ -856,7 +853,7 @@ public sealed class BSPrim : BSPhysObject | |||
856 | { | 853 | { |
857 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); | 854 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for solidity. id={1}, type={2}", LogHeader, LocalID, bodyType); |
858 | } | 855 | } |
859 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 856 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
860 | } | 857 | } |
861 | else | 858 | else |
862 | { | 859 | { |
@@ -864,7 +861,7 @@ public sealed class BSPrim : BSPhysObject | |||
864 | { | 861 | { |
865 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); | 862 | m_log.ErrorFormat("{0} MakeSolid: physical body of wrong type for non-solidness. id={1}, type={2}", LogHeader, LocalID, bodyType); |
866 | } | 863 | } |
867 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.CF_NO_CONTACT_RESPONSE); | 864 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_NO_CONTACT_RESPONSE); |
868 | 865 | ||
869 | // Change collision info from a static object to a ghosty collision object | 866 | // Change collision info from a static object to a ghosty collision object |
870 | PhysBody.collisionType = CollisionType.VolumeDetect; | 867 | PhysBody.collisionType = CollisionType.VolumeDetect; |
@@ -877,7 +874,7 @@ public sealed class BSPrim : BSPhysObject | |||
877 | private void ActivateIfPhysical(bool forceIt) | 874 | private void ActivateIfPhysical(bool forceIt) |
878 | { | 875 | { |
879 | if (IsPhysical && PhysBody.HasPhysicalBody) | 876 | if (IsPhysical && PhysBody.HasPhysicalBody) |
880 | BulletSimAPI.Activate2(PhysBody.ptr, forceIt); | 877 | PhysicsScene.PE.Activate(PhysBody, forceIt); |
881 | } | 878 | } |
882 | 879 | ||
883 | // Turn on or off the flag controlling whether collision events are returned to the simulator. | 880 | // Turn on or off the flag controlling whether collision events are returned to the simulator. |
@@ -885,11 +882,11 @@ public sealed class BSPrim : BSPhysObject | |||
885 | { | 882 | { |
886 | if (wantsCollisionEvents) | 883 | if (wantsCollisionEvents) |
887 | { | 884 | { |
888 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 885 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
889 | } | 886 | } |
890 | else | 887 | else |
891 | { | 888 | { |
892 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); | 889 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_SUBSCRIBE_COLLISION_EVENTS); |
893 | } | 890 | } |
894 | } | 891 | } |
895 | 892 | ||
@@ -900,18 +897,12 @@ public sealed class BSPrim : BSPhysObject | |||
900 | { | 897 | { |
901 | if (PhysBody.HasPhysicalBody) | 898 | if (PhysBody.HasPhysicalBody) |
902 | { | 899 | { |
903 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, PhysBody.ptr); | 900 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); |
904 | 901 | } | |
905 | // TODO: Fix this. Total kludge because adding object to world resets its gravity to default. | 902 | else |
906 | // Replace this when the new AddObjectToWorld function is complete. | 903 | { |
907 | BulletSimAPI.SetGravity2(PhysBody.ptr, ComputeGravity()); | 904 | m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID); |
908 | 905 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType); | |
909 | // Collision filter can be set only when the object is in the world | ||
910 | if (!PhysBody.ApplyCollisionMask()) | ||
911 | { | ||
912 | m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID); | ||
913 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType); | ||
914 | } | ||
915 | } | 906 | } |
916 | } | 907 | } |
917 | 908 | ||
@@ -944,9 +935,9 @@ public sealed class BSPrim : BSPhysObject | |||
944 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() | 935 | PhysicsScene.TaintedObject("BSPrim.setFloatOnWater", delegate() |
945 | { | 936 | { |
946 | if (_floatOnWater) | 937 | if (_floatOnWater) |
947 | CurrentCollisionFlags = BulletSimAPI.AddToCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 938 | CurrentCollisionFlags = PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
948 | else | 939 | else |
949 | CurrentCollisionFlags = BulletSimAPI.RemoveFromCollisionFlags2(PhysBody.ptr, CollisionFlags.BS_FLOATS_ON_WATER); | 940 | CurrentCollisionFlags = PhysicsScene.PE.RemoveFromCollisionFlags(PhysBody, CollisionFlags.BS_FLOATS_ON_WATER); |
950 | }); | 941 | }); |
951 | } | 942 | } |
952 | } | 943 | } |
@@ -972,7 +963,7 @@ public sealed class BSPrim : BSPhysObject | |||
972 | _rotationalVelocity = value; | 963 | _rotationalVelocity = value; |
973 | if (PhysBody.HasPhysicalBody) | 964 | if (PhysBody.HasPhysicalBody) |
974 | { | 965 | { |
975 | BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity); | 966 | PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity); |
976 | ActivateIfPhysical(false); | 967 | ActivateIfPhysical(false); |
977 | } | 968 | } |
978 | } | 969 | } |
@@ -1064,7 +1055,7 @@ public sealed class BSPrim : BSPhysObject | |||
1064 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); | 1055 | DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce); |
1065 | if (PhysBody.HasPhysicalBody) | 1056 | if (PhysBody.HasPhysicalBody) |
1066 | { | 1057 | { |
1067 | BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce); | 1058 | PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce); |
1068 | ActivateIfPhysical(false); | 1059 | ActivateIfPhysical(false); |
1069 | } | 1060 | } |
1070 | }); | 1061 | }); |
@@ -1088,7 +1079,7 @@ public sealed class BSPrim : BSPhysObject | |||
1088 | { | 1079 | { |
1089 | if (PhysBody.HasPhysicalBody) | 1080 | if (PhysBody.HasPhysicalBody) |
1090 | { | 1081 | { |
1091 | BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce); | 1082 | PhysicsScene.PE.ApplyTorque(PhysBody, angForce); |
1092 | ActivateIfPhysical(false); | 1083 | ActivateIfPhysical(false); |
1093 | } | 1084 | } |
1094 | }); | 1085 | }); |
@@ -1111,7 +1102,7 @@ public sealed class BSPrim : BSPhysObject | |||
1111 | { | 1102 | { |
1112 | if (PhysBody.HasPhysicalBody) | 1103 | if (PhysBody.HasPhysicalBody) |
1113 | { | 1104 | { |
1114 | BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse); | 1105 | PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse); |
1115 | ActivateIfPhysical(false); | 1106 | ActivateIfPhysical(false); |
1116 | } | 1107 | } |
1117 | }); | 1108 | }); |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 4133107..7017194 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -26,6 +26,7 @@ | |||
26 | */ | 26 | */ |
27 | using System; | 27 | using System; |
28 | using System.Collections.Generic; | 28 | using System.Collections.Generic; |
29 | using System.Reflection; | ||
29 | using System.Runtime.InteropServices; | 30 | using System.Runtime.InteropServices; |
30 | using System.Text; | 31 | using System.Text; |
31 | using System.Threading; | 32 | using System.Threading; |
@@ -42,14 +43,18 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
42 | { | 43 | { |
43 | public sealed class BSScene : PhysicsScene, IPhysicsParameters | 44 | public sealed class BSScene : PhysicsScene, IPhysicsParameters |
44 | { | 45 | { |
45 | private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); | 46 | internal static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType); |
46 | private static readonly string LogHeader = "[BULLETS SCENE]"; | 47 | internal static readonly string LogHeader = "[BULLETS SCENE]"; |
47 | 48 | ||
48 | // The name of the region we're working for. | 49 | // The name of the region we're working for. |
49 | public string RegionName { get; private set; } | 50 | public string RegionName { get; private set; } |
50 | 51 | ||
51 | public string BulletSimVersion = "?"; | 52 | public string BulletSimVersion = "?"; |
52 | 53 | ||
54 | // The handle to the underlying managed or unmanaged version of Bullet being used. | ||
55 | public string BulletEngineName { get; private set; } | ||
56 | public BSAPITemplate PE; | ||
57 | |||
53 | public Dictionary<uint, BSPhysObject> PhysObjects; | 58 | public Dictionary<uint, BSPhysObject> PhysObjects; |
54 | public BSShapeCollection Shapes; | 59 | public BSShapeCollection Shapes; |
55 | 60 | ||
@@ -99,11 +104,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
99 | // Pinned memory used to pass step information between managed and unmanaged | 104 | // Pinned memory used to pass step information between managed and unmanaged |
100 | internal int m_maxCollisionsPerFrame; | 105 | internal int m_maxCollisionsPerFrame; |
101 | internal CollisionDesc[] m_collisionArray; | 106 | internal CollisionDesc[] m_collisionArray; |
102 | internal GCHandle m_collisionArrayPinnedHandle; | ||
103 | 107 | ||
104 | internal int m_maxUpdatesPerFrame; | 108 | internal int m_maxUpdatesPerFrame; |
105 | internal EntityProperties[] m_updateArray; | 109 | internal EntityProperties[] m_updateArray; |
106 | internal GCHandle m_updateArrayPinnedHandle; | ||
107 | 110 | ||
108 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero | 111 | public const uint TERRAIN_ID = 0; // OpenSim senses terrain with a localID of zero |
109 | public const uint GROUNDPLANE_ID = 1; | 112 | public const uint GROUNDPLANE_ID = 1; |
@@ -149,12 +152,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
149 | // A pointer to an instance if this structure is passed to the C++ code | 152 | // A pointer to an instance if this structure is passed to the C++ code |
150 | // Used to pass basic configuration values to the unmanaged code. | 153 | // Used to pass basic configuration values to the unmanaged code. |
151 | internal ConfigurationParameters[] UnmanagedParams; | 154 | internal ConfigurationParameters[] UnmanagedParams; |
152 | GCHandle m_paramsHandle; | ||
153 | |||
154 | // Handle to the callback used by the unmanaged code to call into the managed code. | ||
155 | // Used for debug logging. | ||
156 | // Need to store the handle in a persistant variable so it won't be freed. | ||
157 | private BulletSimAPI.DebugLogCallback m_DebugLogCallbackHandle; | ||
158 | 155 | ||
159 | // Sometimes you just have to log everything. | 156 | // Sometimes you just have to log everything. |
160 | public Logging.LogWriter PhysicsLogging; | 157 | public Logging.LogWriter PhysicsLogging; |
@@ -164,6 +161,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
164 | private int m_physicsLoggingFileMinutes; | 161 | private int m_physicsLoggingFileMinutes; |
165 | private bool m_physicsLoggingDoFlush; | 162 | private bool m_physicsLoggingDoFlush; |
166 | private bool m_physicsPhysicalDumpEnabled; | 163 | private bool m_physicsPhysicalDumpEnabled; |
164 | public float PhysicsMetricDumpFrames { get; set; } | ||
167 | // 'true' of the vehicle code is to log lots of details | 165 | // 'true' of the vehicle code is to log lots of details |
168 | public bool VehicleLoggingEnabled { get; private set; } | 166 | public bool VehicleLoggingEnabled { get; private set; } |
169 | public bool VehiclePhysicalLoggingEnabled { get; private set; } | 167 | public bool VehiclePhysicalLoggingEnabled { get; private set; } |
@@ -187,16 +185,12 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
187 | 185 | ||
188 | // Allocate pinned memory to pass parameters. | 186 | // Allocate pinned memory to pass parameters. |
189 | UnmanagedParams = new ConfigurationParameters[1]; | 187 | UnmanagedParams = new ConfigurationParameters[1]; |
190 | m_paramsHandle = GCHandle.Alloc(UnmanagedParams, GCHandleType.Pinned); | ||
191 | 188 | ||
192 | // Set default values for physics parameters plus any overrides from the ini file | 189 | // Set default values for physics parameters plus any overrides from the ini file |
193 | GetInitialParameterValues(config); | 190 | GetInitialParameterValues(config); |
194 | 191 | ||
195 | // allocate more pinned memory close to the above in an attempt to get the memory all together | 192 | // Get the connection to the physics engine (could be native or one of many DLLs) |
196 | m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; | 193 | PE = SelectUnderlyingBulletEngine(BulletEngineName); |
197 | m_collisionArrayPinnedHandle = GCHandle.Alloc(m_collisionArray, GCHandleType.Pinned); | ||
198 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; | ||
199 | m_updateArrayPinnedHandle = GCHandle.Alloc(m_updateArray, GCHandleType.Pinned); | ||
200 | 194 | ||
201 | // Enable very detailed logging. | 195 | // Enable very detailed logging. |
202 | // By creating an empty logger when not logging, the log message invocation code | 196 | // By creating an empty logger when not logging, the log message invocation code |
@@ -211,22 +205,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
211 | PhysicsLogging = new Logging.LogWriter(); | 205 | PhysicsLogging = new Logging.LogWriter(); |
212 | } | 206 | } |
213 | 207 | ||
214 | // If Debug logging level, enable logging from the unmanaged code | 208 | // Allocate memory for returning of the updates and collisions from the physics engine |
215 | m_DebugLogCallbackHandle = null; | 209 | m_collisionArray = new CollisionDesc[m_maxCollisionsPerFrame]; |
216 | if (m_log.IsDebugEnabled || PhysicsLogging.Enabled) | 210 | m_updateArray = new EntityProperties[m_maxUpdatesPerFrame]; |
217 | { | ||
218 | m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", LogHeader); | ||
219 | if (PhysicsLogging.Enabled) | ||
220 | // The handle is saved in a variable to make sure it doesn't get freed after this call | ||
221 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLoggerPhysLog); | ||
222 | else | ||
223 | m_DebugLogCallbackHandle = new BulletSimAPI.DebugLogCallback(BulletLogger); | ||
224 | } | ||
225 | |||
226 | // Get the version of the DLL | ||
227 | // TODO: this doesn't work yet. Something wrong with marshaling the returned string. | ||
228 | // BulletSimVersion = BulletSimAPI.GetVersion(); | ||
229 | // m_log.WarnFormat("{0}: BulletSim.dll version='{1}'", LogHeader, BulletSimVersion); | ||
230 | 211 | ||
231 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're | 212 | // The bounding box for the simulated world. The origin is 0,0,0 unless we're |
232 | // a child in a mega-region. | 213 | // a child in a mega-region. |
@@ -234,11 +215,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
234 | // area. It tracks active objects no matter where they are. | 215 | // area. It tracks active objects no matter where they are. |
235 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); | 216 | Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight); |
236 | 217 | ||
237 | // m_log.DebugFormat("{0}: Initialize: Calling BulletSimAPI.Initialize.", LogHeader); | 218 | World = PE.Initialize(worldExtent, Params, m_maxCollisionsPerFrame, ref m_collisionArray, m_maxUpdatesPerFrame, ref m_updateArray); |
238 | World = new BulletWorld(0, this, BulletSimAPI.Initialize2(worldExtent, m_paramsHandle.AddrOfPinnedObject(), | ||
239 | m_maxCollisionsPerFrame, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | ||
240 | m_maxUpdatesPerFrame, m_updateArrayPinnedHandle.AddrOfPinnedObject(), | ||
241 | m_DebugLogCallbackHandle)); | ||
242 | 219 | ||
243 | Constraints = new BSConstraintCollection(World); | 220 | Constraints = new BSConstraintCollection(World); |
244 | 221 | ||
@@ -268,6 +245,9 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
268 | { | 245 | { |
269 | BSParam.SetParameterConfigurationValues(this, pConfig); | 246 | BSParam.SetParameterConfigurationValues(this, pConfig); |
270 | 247 | ||
248 | // There are two Bullet implementations to choose from | ||
249 | BulletEngineName = pConfig.GetString("BulletEngine", "BulletUnmanaged"); | ||
250 | |||
271 | // Very detailed logging for physics debugging | 251 | // Very detailed logging for physics debugging |
272 | // TODO: the boolean values can be moved to the normal parameter processing. | 252 | // TODO: the boolean values can be moved to the normal parameter processing. |
273 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); | 253 | m_physicsLoggingEnabled = pConfig.GetBoolean("PhysicsLoggingEnabled", false); |
@@ -309,16 +289,41 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
309 | return ret; | 289 | return ret; |
310 | } | 290 | } |
311 | 291 | ||
312 | // Called directly from unmanaged code so don't do much | 292 | // Select the connection to the actual Bullet implementation. |
313 | private void BulletLogger(string msg) | 293 | // The main engine selection is the engineName up to the first hypen. |
294 | // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name | ||
295 | // is passed to the engine to do its special selection, etc. | ||
296 | private BSAPITemplate SelectUnderlyingBulletEngine(string engineName) | ||
314 | { | 297 | { |
315 | m_log.Debug("[BULLETS UNMANAGED]:" + msg); | 298 | // For the moment, do a simple switch statement. |
316 | } | 299 | // Someday do fancyness with looking up the interfaces in the assembly. |
300 | BSAPITemplate ret = null; | ||
317 | 301 | ||
318 | // Called directly from unmanaged code so don't do much | 302 | string selectionName = engineName.ToLower(); |
319 | private void BulletLoggerPhysLog(string msg) | 303 | int hyphenIndex = engineName.IndexOf("-"); |
320 | { | 304 | if (hyphenIndex > 0) |
321 | DetailLog("[BULLETS UNMANAGED]:" + msg); | 305 | selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1); |
306 | |||
307 | switch (selectionName) | ||
308 | { | ||
309 | case "bulletunmanaged": | ||
310 | ret = new BSAPIUnman(engineName, this); | ||
311 | break; | ||
312 | case "bulletxna": | ||
313 | ret = new BSAPIXNA(engineName, this); | ||
314 | break; | ||
315 | } | ||
316 | |||
317 | if (ret == null) | ||
318 | { | ||
319 | m_log.ErrorFormat("{0) COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader); | ||
320 | } | ||
321 | else | ||
322 | { | ||
323 | m_log.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion); | ||
324 | } | ||
325 | |||
326 | return ret; | ||
322 | } | 327 | } |
323 | 328 | ||
324 | public override void Dispose() | 329 | public override void Dispose() |
@@ -355,7 +360,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
355 | } | 360 | } |
356 | 361 | ||
357 | // Anything left in the unmanaged code should be cleaned out | 362 | // Anything left in the unmanaged code should be cleaned out |
358 | BulletSimAPI.Shutdown2(World.ptr); | 363 | PE.Shutdown(World); |
359 | 364 | ||
360 | // Not logging any more | 365 | // Not logging any more |
361 | PhysicsLogging.Close(); | 366 | PhysicsLogging.Close(); |
@@ -468,9 +473,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
468 | LastTimeStep = timeStep; | 473 | LastTimeStep = timeStep; |
469 | 474 | ||
470 | int updatedEntityCount = 0; | 475 | int updatedEntityCount = 0; |
471 | IntPtr updatedEntitiesPtr; | ||
472 | int collidersCount = 0; | 476 | int collidersCount = 0; |
473 | IntPtr collidersPtr; | ||
474 | 477 | ||
475 | int beforeTime = 0; | 478 | int beforeTime = 0; |
476 | int simTime = 0; | 479 | int simTime = 0; |
@@ -486,6 +489,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
486 | TriggerPreStepEvent(timeStep); | 489 | TriggerPreStepEvent(timeStep); |
487 | 490 | ||
488 | // the prestep actions might have added taints | 491 | // the prestep actions might have added taints |
492 | numTaints += _taintOperations.Count; | ||
489 | ProcessTaints(); | 493 | ProcessTaints(); |
490 | 494 | ||
491 | InTaintTime = false; // Only used for debugging so locking is not necessary. | 495 | InTaintTime = false; // Only used for debugging so locking is not necessary. |
@@ -493,23 +497,25 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
493 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | 497 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. |
494 | // Only enable this in a limited test world with few objects. | 498 | // Only enable this in a limited test world with few objects. |
495 | if (m_physicsPhysicalDumpEnabled) | 499 | if (m_physicsPhysicalDumpEnabled) |
496 | BulletSimAPI.DumpAllInfo2(World.ptr); | 500 | PE.DumpAllInfo(World); |
497 | 501 | ||
498 | // step the physical world one interval | 502 | // step the physical world one interval |
499 | m_simulationStep++; | 503 | m_simulationStep++; |
500 | int numSubSteps = 0; | 504 | int numSubSteps = 0; |
501 | |||
502 | try | 505 | try |
503 | { | 506 | { |
504 | if (PhysicsLogging.Enabled) beforeTime = Util.EnvironmentTickCount(); | 507 | if (PhysicsLogging.Enabled) |
508 | beforeTime = Util.EnvironmentTickCount(); | ||
505 | 509 | ||
506 | numSubSteps = BulletSimAPI.PhysicsStep2(World.ptr, timeStep, m_maxSubSteps, m_fixedTimeStep, | 510 | numSubSteps = PE.PhysicsStep(World, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out collidersCount); |
507 | out updatedEntityCount, out updatedEntitiesPtr, out collidersCount, out collidersPtr); | ||
508 | 511 | ||
509 | if (PhysicsLogging.Enabled) simTime = Util.EnvironmentTickCountSubtract(beforeTime); | 512 | if (PhysicsLogging.Enabled) |
510 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", | 513 | { |
511 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | 514 | simTime = Util.EnvironmentTickCountSubtract(beforeTime); |
512 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | 515 | DetailLog("{0},Simulate,call, frame={1}, nTaints={2}, simTime={3}, substeps={4}, updates={5}, colliders={6}, objWColl={7}", |
516 | DetailLogZero, m_simulationStep, numTaints, simTime, numSubSteps, | ||
517 | updatedEntityCount, collidersCount, ObjectsWithCollisions.Count); | ||
518 | } | ||
513 | } | 519 | } |
514 | catch (Exception e) | 520 | catch (Exception e) |
515 | { | 521 | { |
@@ -521,7 +527,8 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
521 | collidersCount = 0; | 527 | collidersCount = 0; |
522 | } | 528 | } |
523 | 529 | ||
524 | // Don't have to use the pointers passed back since we know it is the same pinned memory we passed in. | 530 | if ((m_simulationStep % PhysicsMetricDumpFrames) == 0) |
531 | PE.DumpPhysicsStatistics(World); | ||
525 | 532 | ||
526 | // Get a value for 'now' so all the collision and update routines don't have to get their own. | 533 | // Get a value for 'now' so all the collision and update routines don't have to get their own. |
527 | SimulationNowTime = Util.EnvironmentTickCount(); | 534 | SimulationNowTime = Util.EnvironmentTickCount(); |
@@ -564,7 +571,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
564 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. | 571 | // Objects that are done colliding are removed from the ObjectsWithCollisions list. |
565 | // Not done above because it is inside an iteration of ObjectWithCollisions. | 572 | // Not done above because it is inside an iteration of ObjectWithCollisions. |
566 | // This complex collision processing is required to create an empty collision | 573 | // This complex collision processing is required to create an empty collision |
567 | // event call after all collisions have happened on an object. This enables | 574 | // event call after all real collisions have happened on an object. This enables |
568 | // the simulator to generate the 'collision end' event. | 575 | // the simulator to generate the 'collision end' event. |
569 | if (ObjectsWithNoMoreCollisions.Count > 0) | 576 | if (ObjectsWithNoMoreCollisions.Count > 0) |
570 | { | 577 | { |
@@ -593,11 +600,11 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
593 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. | 600 | // The following causes the unmanaged code to output ALL the values found in ALL the objects in the world. |
594 | // Only enable this in a limited test world with few objects. | 601 | // Only enable this in a limited test world with few objects. |
595 | if (m_physicsPhysicalDumpEnabled) | 602 | if (m_physicsPhysicalDumpEnabled) |
596 | BulletSimAPI.DumpAllInfo2(World.ptr); | 603 | PE.DumpAllInfo(World); |
597 | 604 | ||
598 | // The physics engine returns the number of milliseconds it simulated this call. | 605 | // The physics engine returns the number of milliseconds it simulated this call. |
599 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. | 606 | // These are summed and normalized to one second and divided by 1000 to give the reported physics FPS. |
600 | // Multiply by 55 to give a nominal frame rate of 55. | 607 | // Multiply by a fixed nominal frame rate to give a rate similar to the simulator (usually 55). |
601 | return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; | 608 | return (float)numSubSteps * m_fixedTimeStep * 1000f * NominalFrameRate; |
602 | } | 609 | } |
603 | 610 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index 4008ff6..a7855f0 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | |||
@@ -45,7 +45,7 @@ public sealed class BSShapeCollection : IDisposable | |||
45 | // Description of a Mesh | 45 | // Description of a Mesh |
46 | private struct MeshDesc | 46 | private struct MeshDesc |
47 | { | 47 | { |
48 | public IntPtr ptr; | 48 | public BulletShape shape; |
49 | public int referenceCount; | 49 | public int referenceCount; |
50 | public DateTime lastReferenced; | 50 | public DateTime lastReferenced; |
51 | public UInt64 shapeKey; | 51 | public UInt64 shapeKey; |
@@ -55,7 +55,7 @@ public sealed class BSShapeCollection : IDisposable | |||
55 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. | 55 | // Meshes and hulls have the same shape hash key but we only need hulls for efficient collision calculations. |
56 | private struct HullDesc | 56 | private struct HullDesc |
57 | { | 57 | { |
58 | public IntPtr ptr; | 58 | public BulletShape shape; |
59 | public int referenceCount; | 59 | public int referenceCount; |
60 | public DateTime lastReferenced; | 60 | public DateTime lastReferenced; |
61 | public UInt64 shapeKey; | 61 | public UInt64 shapeKey; |
@@ -141,9 +141,9 @@ public sealed class BSShapeCollection : IDisposable | |||
141 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); | 141 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body); |
142 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate() | 142 | PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate() |
143 | { | 143 | { |
144 | if (!BulletSimAPI.IsInWorld2(body.ptr)) | 144 | if (!PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) |
145 | { | 145 | { |
146 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, body.ptr); | 146 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body); |
147 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); | 147 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body); |
148 | } | 148 | } |
149 | }); | 149 | }); |
@@ -166,15 +166,15 @@ public sealed class BSShapeCollection : IDisposable | |||
166 | // If the caller needs to know the old body is going away, pass the event up. | 166 | // If the caller needs to know the old body is going away, pass the event up. |
167 | if (bodyCallback != null) bodyCallback(body); | 167 | if (bodyCallback != null) bodyCallback(body); |
168 | 168 | ||
169 | if (BulletSimAPI.IsInWorld2(body.ptr)) | 169 | if (PhysicsScene.PE.IsInWorld(PhysicsScene.World, body)) |
170 | { | 170 | { |
171 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, body.ptr); | 171 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body); |
172 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); | 172 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body); |
173 | } | 173 | } |
174 | 174 | ||
175 | // Zero any reference to the shape so it is not freed when the body is deleted. | 175 | // Zero any reference to the shape so it is not freed when the body is deleted. |
176 | BulletSimAPI.SetCollisionShape2(PhysicsScene.World.ptr, body.ptr, IntPtr.Zero); | 176 | PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); |
177 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, body.ptr); | 177 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); |
178 | }); | 178 | }); |
179 | } | 179 | } |
180 | } | 180 | } |
@@ -202,7 +202,7 @@ public sealed class BSShapeCollection : IDisposable | |||
202 | else | 202 | else |
203 | { | 203 | { |
204 | // This is a new reference to a mesh | 204 | // This is a new reference to a mesh |
205 | meshDesc.ptr = shape.ptr; | 205 | meshDesc.shape = shape.Clone(); |
206 | meshDesc.shapeKey = shape.shapeKey; | 206 | meshDesc.shapeKey = shape.shapeKey; |
207 | // We keep a reference to the underlying IMesh data so a hull can be built | 207 | // We keep a reference to the underlying IMesh data so a hull can be built |
208 | meshDesc.referenceCount = 1; | 208 | meshDesc.referenceCount = 1; |
@@ -225,7 +225,7 @@ public sealed class BSShapeCollection : IDisposable | |||
225 | else | 225 | else |
226 | { | 226 | { |
227 | // This is a new reference to a hull | 227 | // This is a new reference to a hull |
228 | hullDesc.ptr = shape.ptr; | 228 | hullDesc.shape = shape.Clone(); |
229 | hullDesc.shapeKey = shape.shapeKey; | 229 | hullDesc.shapeKey = shape.shapeKey; |
230 | hullDesc.referenceCount = 1; | 230 | hullDesc.referenceCount = 1; |
231 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", | 231 | if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceShape,newHull,key={1},cnt={2}", |
@@ -259,9 +259,9 @@ public sealed class BSShapeCollection : IDisposable | |||
259 | { | 259 | { |
260 | // Native shapes are not tracked and are released immediately | 260 | // Native shapes are not tracked and are released immediately |
261 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", | 261 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,ptr={1},taintTime={2}", |
262 | BSScene.DetailLogZero, shape.ptr.ToString("X"), inTaintTime); | 262 | BSScene.DetailLogZero, shape.AddrString, inTaintTime); |
263 | if (shapeCallback != null) shapeCallback(shape); | 263 | if (shapeCallback != null) shapeCallback(shape); |
264 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | 264 | PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); |
265 | } | 265 | } |
266 | else | 266 | else |
267 | { | 267 | { |
@@ -332,57 +332,56 @@ public sealed class BSShapeCollection : IDisposable | |||
332 | // Called at taint-time. | 332 | // Called at taint-time. |
333 | private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) | 333 | private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback) |
334 | { | 334 | { |
335 | if (!BulletSimAPI.IsCompound2(shape.ptr)) | 335 | if (!PhysicsScene.PE.IsCompound(shape)) |
336 | { | 336 | { |
337 | // Failed the sanity check!! | 337 | // Failed the sanity check!! |
338 | PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", | 338 | PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}", |
339 | LogHeader, shape.type, shape.ptr.ToString("X")); | 339 | LogHeader, shape.type, shape.AddrString); |
340 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", | 340 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,notACompoundShape,type={1},ptr={2}", |
341 | BSScene.DetailLogZero, shape.type, shape.ptr.ToString("X")); | 341 | BSScene.DetailLogZero, shape.type, shape.AddrString); |
342 | return; | 342 | return; |
343 | } | 343 | } |
344 | 344 | ||
345 | int numChildren = BulletSimAPI.GetNumberOfCompoundChildren2(shape.ptr); | 345 | int numChildren = PhysicsScene.PE.GetNumberOfCompoundChildren(shape); |
346 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren); | 346 | if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceCompound,shape={1},children={2}", BSScene.DetailLogZero, shape, numChildren); |
347 | 347 | ||
348 | for (int ii = numChildren - 1; ii >= 0; ii--) | 348 | for (int ii = numChildren - 1; ii >= 0; ii--) |
349 | { | 349 | { |
350 | IntPtr childShape = BulletSimAPI.RemoveChildShapeFromCompoundShapeIndex2(shape.ptr, ii); | 350 | BulletShape childShape = PhysicsScene.PE.RemoveChildShapeFromCompoundShapeIndex(shape, ii); |
351 | DereferenceAnonCollisionShape(childShape); | 351 | DereferenceAnonCollisionShape(childShape); |
352 | } | 352 | } |
353 | BulletSimAPI.DeleteCollisionShape2(PhysicsScene.World.ptr, shape.ptr); | 353 | PhysicsScene.PE.DeleteCollisionShape(PhysicsScene.World, shape); |
354 | } | 354 | } |
355 | 355 | ||
356 | // Sometimes we have a pointer to a collision shape but don't know what type it is. | 356 | // Sometimes we have a pointer to a collision shape but don't know what type it is. |
357 | // Figure out type and call the correct dereference routine. | 357 | // Figure out type and call the correct dereference routine. |
358 | // Called at taint-time. | 358 | // Called at taint-time. |
359 | private void DereferenceAnonCollisionShape(IntPtr cShape) | 359 | private void DereferenceAnonCollisionShape(BulletShape shapeInfo) |
360 | { | 360 | { |
361 | MeshDesc meshDesc; | 361 | MeshDesc meshDesc; |
362 | HullDesc hullDesc; | 362 | HullDesc hullDesc; |
363 | 363 | ||
364 | BulletShape shapeInfo = new BulletShape(cShape); | 364 | if (TryGetMeshByPtr(shapeInfo, out meshDesc)) |
365 | if (TryGetMeshByPtr(cShape, out meshDesc)) | ||
366 | { | 365 | { |
367 | shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; | 366 | shapeInfo.type = BSPhysicsShapeType.SHAPE_MESH; |
368 | shapeInfo.shapeKey = meshDesc.shapeKey; | 367 | shapeInfo.shapeKey = meshDesc.shapeKey; |
369 | } | 368 | } |
370 | else | 369 | else |
371 | { | 370 | { |
372 | if (TryGetHullByPtr(cShape, out hullDesc)) | 371 | if (TryGetHullByPtr(shapeInfo, out hullDesc)) |
373 | { | 372 | { |
374 | shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; | 373 | shapeInfo.type = BSPhysicsShapeType.SHAPE_HULL; |
375 | shapeInfo.shapeKey = hullDesc.shapeKey; | 374 | shapeInfo.shapeKey = hullDesc.shapeKey; |
376 | } | 375 | } |
377 | else | 376 | else |
378 | { | 377 | { |
379 | if (BulletSimAPI.IsCompound2(cShape)) | 378 | if (PhysicsScene.PE.IsCompound(shapeInfo)) |
380 | { | 379 | { |
381 | shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; | 380 | shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND; |
382 | } | 381 | } |
383 | else | 382 | else |
384 | { | 383 | { |
385 | if (BulletSimAPI.IsNativeShape2(cShape)) | 384 | if (PhysicsScene.PE.IsNativeShape(shapeInfo)) |
386 | { | 385 | { |
387 | shapeInfo.isNativeShape = true; | 386 | shapeInfo.isNativeShape = true; |
388 | shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) | 387 | shapeInfo.type = BSPhysicsShapeType.SHAPE_BOX; // (technically, type doesn't matter) |
@@ -400,7 +399,7 @@ public sealed class BSShapeCollection : IDisposable | |||
400 | else | 399 | else |
401 | { | 400 | { |
402 | PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}", | 401 | PhysicsScene.Logger.ErrorFormat("{0} Could not decypher shape type. Region={1}, addr={2}", |
403 | LogHeader, PhysicsScene.RegionName, cShape.ToString("X")); | 402 | LogHeader, PhysicsScene.RegionName, shapeInfo.AddrString); |
404 | } | 403 | } |
405 | } | 404 | } |
406 | 405 | ||
@@ -467,7 +466,7 @@ public sealed class BSShapeCollection : IDisposable | |||
467 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. | 466 | // Get the scale of any existing shape so we can see if the new shape is same native type and same size. |
468 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; | 467 | OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero; |
469 | if (prim.PhysShape.HasPhysicalShape) | 468 | if (prim.PhysShape.HasPhysicalShape) |
470 | scaleOfExistingShape = BulletSimAPI.GetLocalScaling2(prim.PhysShape.ptr); | 469 | scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape); |
471 | 470 | ||
472 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", | 471 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}", |
473 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); | 472 | prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type); |
@@ -570,19 +569,15 @@ public sealed class BSShapeCollection : IDisposable | |||
570 | 569 | ||
571 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | 570 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) |
572 | { | 571 | { |
573 | // The proper scale has been calculated in the prim. | 572 | |
574 | newShape = new BulletShape( | 573 | newShape = PhysicsScene.PE.BuildCapsuleShape(PhysicsScene.World, 1f, 1f, prim.Scale); |
575 | // Bullet's capsule total height is the passed "height + (radius * 2)" so, the base | ||
576 | // capsule is radius of 0.5f (1 diameter) and height of two (1.0f + 0.5f * 2)". | ||
577 | // This must be taken into account when computing the scaling of the capsule. | ||
578 | BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) | ||
579 | , shapeType); | ||
580 | if (DDetail) DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | 574 | if (DDetail) DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); |
581 | } | 575 | } |
582 | else | 576 | else |
583 | { | 577 | { |
584 | // Native shapes are scaled in Bullet so set the scaling to the size | 578 | // Native shapes are scaled in Bullet so set the scaling to the size |
585 | newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); | 579 | newShape = PhysicsScene.PE.BuildNativeShape(PhysicsScene.World, nativeShapeData); |
580 | |||
586 | } | 581 | } |
587 | if (!newShape.HasPhysicalShape) | 582 | if (!newShape.HasPhysicalShape) |
588 | { | 583 | { |
@@ -629,13 +624,14 @@ public sealed class BSShapeCollection : IDisposable | |||
629 | 624 | ||
630 | private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 625 | private BulletShape CreatePhysicalMesh(string objName, System.UInt64 newMeshKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
631 | { | 626 | { |
627 | BulletShape newShape = new BulletShape(); | ||
632 | IMesh meshData = null; | 628 | IMesh meshData = null; |
633 | IntPtr meshPtr = IntPtr.Zero; | 629 | |
634 | MeshDesc meshDesc; | 630 | MeshDesc meshDesc; |
635 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) | 631 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) |
636 | { | 632 | { |
637 | // If the mesh has already been built just use it. | 633 | // If the mesh has already been built just use it. |
638 | meshPtr = meshDesc.ptr; | 634 | newShape = meshDesc.shape.Clone(); |
639 | } | 635 | } |
640 | else | 636 | else |
641 | { | 637 | { |
@@ -658,11 +654,10 @@ public sealed class BSShapeCollection : IDisposable | |||
658 | // m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", | 654 | // m_log.DebugFormat("{0}: BSShapeCollection.CreatePhysicalMesh: calling CreateMesh. lid={1}, key={2}, indices={3}, vertices={4}", |
659 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); | 655 | // LogHeader, prim.LocalID, newMeshKey, indices.Length, vertices.Count); |
660 | 656 | ||
661 | meshPtr = BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | 657 | newShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, |
662 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); | 658 | indices.GetLength(0), indices, vertices.Count, verticesAsFloats); |
663 | } | 659 | } |
664 | } | 660 | } |
665 | BulletShape newShape = new BulletShape(meshPtr, BSPhysicsShapeType.SHAPE_MESH); | ||
666 | newShape.shapeKey = newMeshKey; | 661 | newShape.shapeKey = newMeshKey; |
667 | 662 | ||
668 | return newShape; | 663 | return newShape; |
@@ -700,12 +695,14 @@ public sealed class BSShapeCollection : IDisposable | |||
700 | private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) | 695 | private BulletShape CreatePhysicalHull(string objName, System.UInt64 newHullKey, PrimitiveBaseShape pbs, OMV.Vector3 size, float lod) |
701 | { | 696 | { |
702 | 697 | ||
698 | BulletShape newShape = new BulletShape(); | ||
703 | IntPtr hullPtr = IntPtr.Zero; | 699 | IntPtr hullPtr = IntPtr.Zero; |
700 | |||
704 | HullDesc hullDesc; | 701 | HullDesc hullDesc; |
705 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) | 702 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) |
706 | { | 703 | { |
707 | // If the hull shape already is created, just use it. | 704 | // If the hull shape already is created, just use it. |
708 | hullPtr = hullDesc.ptr; | 705 | newShape = hullDesc.shape.Clone(); |
709 | } | 706 | } |
710 | else | 707 | else |
711 | { | 708 | { |
@@ -793,11 +790,10 @@ public sealed class BSShapeCollection : IDisposable | |||
793 | } | 790 | } |
794 | } | 791 | } |
795 | // create the hull data structure in Bullet | 792 | // create the hull data structure in Bullet |
796 | hullPtr = BulletSimAPI.CreateHullShape2(PhysicsScene.World.ptr, hullCount, convHulls); | 793 | newShape = PhysicsScene.PE.CreateHullShape(PhysicsScene.World, hullCount, convHulls); |
797 | } | 794 | } |
798 | } | 795 | } |
799 | 796 | ||
800 | BulletShape newShape = new BulletShape(hullPtr, BSPhysicsShapeType.SHAPE_HULL); | ||
801 | newShape.shapeKey = newHullKey; | 797 | newShape.shapeKey = newHullKey; |
802 | 798 | ||
803 | return newShape; | 799 | return newShape; |
@@ -819,12 +815,12 @@ public sealed class BSShapeCollection : IDisposable | |||
819 | // Don't need to do this as the shape is freed when the new root shape is created below. | 815 | // Don't need to do this as the shape is freed when the new root shape is created below. |
820 | // DereferenceShape(prim.PhysShape, true, shapeCallback); | 816 | // DereferenceShape(prim.PhysShape, true, shapeCallback); |
821 | 817 | ||
822 | BulletShape cShape = new BulletShape( | 818 | |
823 | BulletSimAPI.CreateCompoundShape2(PhysicsScene.World.ptr, false), BSPhysicsShapeType.SHAPE_COMPOUND); | 819 | BulletShape cShape = PhysicsScene.PE.CreateCompoundShape(PhysicsScene.World, false); |
824 | 820 | ||
825 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. | 821 | // Create the shape for the root prim and add it to the compound shape. Cannot be a native shape. |
826 | CreateGeomMeshOrHull(prim, shapeCallback); | 822 | CreateGeomMeshOrHull(prim, shapeCallback); |
827 | BulletSimAPI.AddChildShapeToCompoundShape2(cShape.ptr, prim.PhysShape.ptr, OMV.Vector3.Zero, OMV.Quaternion.Identity); | 823 | PhysicsScene.PE.AddChildShapeToCompoundShape(cShape, prim.PhysShape, OMV.Vector3.Zero, OMV.Quaternion.Identity); |
828 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", | 824 | if (DDetail) DetailLog("{0},BSShapeCollection.GetReferenceToCompoundShape,addRootPrim,compShape={1},rootShape={2}", |
829 | prim.LocalID, cShape, prim.PhysShape); | 825 | prim.LocalID, cShape, prim.PhysShape); |
830 | 826 | ||
@@ -932,7 +928,7 @@ public sealed class BSShapeCollection : IDisposable | |||
932 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. | 928 | // If not a solid object, body is a GhostObject. Otherwise a RigidBody. |
933 | if (!mustRebuild) | 929 | if (!mustRebuild) |
934 | { | 930 | { |
935 | CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.PhysBody.ptr); | 931 | CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(prim.PhysBody); |
936 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY | 932 | if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY |
937 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) | 933 | || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) |
938 | { | 934 | { |
@@ -947,20 +943,16 @@ public sealed class BSShapeCollection : IDisposable | |||
947 | DereferenceBody(prim.PhysBody, true, bodyCallback); | 943 | DereferenceBody(prim.PhysBody, true, bodyCallback); |
948 | 944 | ||
949 | BulletBody aBody; | 945 | BulletBody aBody; |
950 | IntPtr bodyPtr = IntPtr.Zero; | ||
951 | if (prim.IsSolid) | 946 | if (prim.IsSolid) |
952 | { | 947 | { |
953 | bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, | 948 | aBody = PhysicsScene.PE.CreateBodyFromShape(sim, shape, prim.LocalID, prim.RawPosition, prim.RawOrientation); |
954 | prim.LocalID, prim.RawPosition, prim.RawOrientation); | 949 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,body={1}", prim.LocalID, aBody); |
955 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); | ||
956 | } | 950 | } |
957 | else | 951 | else |
958 | { | 952 | { |
959 | bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, | 953 | aBody = PhysicsScene.PE.CreateGhostFromShape(sim, shape, prim.LocalID, prim.RawPosition, prim.RawOrientation); |
960 | prim.LocalID, prim.RawPosition, prim.RawOrientation); | 954 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); |
961 | if (DDetail) DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); | ||
962 | } | 955 | } |
963 | aBody = new BulletBody(prim.LocalID, bodyPtr); | ||
964 | 956 | ||
965 | ReferenceBody(aBody, true); | 957 | ReferenceBody(aBody, true); |
966 | 958 | ||
@@ -972,13 +964,13 @@ public sealed class BSShapeCollection : IDisposable | |||
972 | return ret; | 964 | return ret; |
973 | } | 965 | } |
974 | 966 | ||
975 | private bool TryGetMeshByPtr(IntPtr addr, out MeshDesc outDesc) | 967 | private bool TryGetMeshByPtr(BulletShape shape, out MeshDesc outDesc) |
976 | { | 968 | { |
977 | bool ret = false; | 969 | bool ret = false; |
978 | MeshDesc foundDesc = new MeshDesc(); | 970 | MeshDesc foundDesc = new MeshDesc(); |
979 | foreach (MeshDesc md in Meshes.Values) | 971 | foreach (MeshDesc md in Meshes.Values) |
980 | { | 972 | { |
981 | if (md.ptr == addr) | 973 | if (md.shape.ReferenceSame(shape)) |
982 | { | 974 | { |
983 | foundDesc = md; | 975 | foundDesc = md; |
984 | ret = true; | 976 | ret = true; |
@@ -990,13 +982,13 @@ public sealed class BSShapeCollection : IDisposable | |||
990 | return ret; | 982 | return ret; |
991 | } | 983 | } |
992 | 984 | ||
993 | private bool TryGetHullByPtr(IntPtr addr, out HullDesc outDesc) | 985 | private bool TryGetHullByPtr(BulletShape shape, out HullDesc outDesc) |
994 | { | 986 | { |
995 | bool ret = false; | 987 | bool ret = false; |
996 | HullDesc foundDesc = new HullDesc(); | 988 | HullDesc foundDesc = new HullDesc(); |
997 | foreach (HullDesc hd in Hulls.Values) | 989 | foreach (HullDesc hd in Hulls.Values) |
998 | { | 990 | { |
999 | if (hd.ptr == addr) | 991 | if (hd.shape.ReferenceSame(shape)) |
1000 | { | 992 | { |
1001 | foundDesc = hd; | 993 | foundDesc = hd; |
1002 | ret = true; | 994 | ret = true; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs index c7885c6..c75eb9b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs | |||
@@ -91,11 +91,17 @@ public abstract class BSShape | |||
91 | // All shapes have a static call to get a reference to the physical shape | 91 | // All shapes have a static call to get a reference to the physical shape |
92 | // protected abstract static BSShape GetReference(); | 92 | // protected abstract static BSShape GetReference(); |
93 | 93 | ||
94 | // Returns a string for debugging that uniquily identifies the memory used by this instance | ||
95 | public string AddrString | ||
96 | { | ||
97 | get { return ptr.ToString("X"); } | ||
98 | } | ||
99 | |||
94 | public override string ToString() | 100 | public override string ToString() |
95 | { | 101 | { |
96 | StringBuilder buff = new StringBuilder(); | 102 | StringBuilder buff = new StringBuilder(); |
97 | buff.Append("<p="); | 103 | buff.Append("<p="); |
98 | buff.Append(ptr.ToString("X")); | 104 | buff.Append(AddrString); |
99 | buff.Append(",s="); | 105 | buff.Append(",s="); |
100 | buff.Append(type.ToString()); | 106 | buff.Append(type.ToString()); |
101 | buff.Append(",k="); | 107 | buff.Append(",k="); |
@@ -126,7 +132,8 @@ public class BSShapeNative : BSShape | |||
126 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) | 132 | BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) |
127 | { | 133 | { |
128 | // Native shapes are not shared and are always built anew. | 134 | // Native shapes are not shared and are always built anew. |
129 | return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); | 135 | //return new BSShapeNative(physicsScene, prim, shapeType, shapeKey); |
136 | return null; | ||
130 | } | 137 | } |
131 | 138 | ||
132 | private BSShapeNative(BSScene physicsScene, BSPhysObject prim, | 139 | private BSShapeNative(BSScene physicsScene, BSPhysObject prim, |
@@ -141,14 +148,15 @@ public class BSShapeNative : BSShape | |||
141 | nativeShapeData.HullKey = (ulong)shapeKey; | 148 | nativeShapeData.HullKey = (ulong)shapeKey; |
142 | 149 | ||
143 | 150 | ||
151 | /* | ||
144 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) | 152 | if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) |
145 | { | 153 | { |
146 | ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); | 154 | ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); |
147 | physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); | 155 | physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); |
148 | } | 156 | } |
149 | else | 157 | else |
150 | { | 158 | { |
151 | ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData); | 159 | ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); |
152 | } | 160 | } |
153 | if (ptr == IntPtr.Zero) | 161 | if (ptr == IntPtr.Zero) |
154 | { | 162 | { |
@@ -157,15 +165,18 @@ public class BSShapeNative : BSShape | |||
157 | } | 165 | } |
158 | type = shapeType; | 166 | type = shapeType; |
159 | key = (UInt64)shapeKey; | 167 | key = (UInt64)shapeKey; |
168 | */ | ||
160 | } | 169 | } |
161 | // Make this reference to the physical shape go away since native shapes are not shared. | 170 | // Make this reference to the physical shape go away since native shapes are not shared. |
162 | public override void Dereference(BSScene physicsScene) | 171 | public override void Dereference(BSScene physicsScene) |
163 | { | 172 | { |
173 | /* | ||
164 | // Native shapes are not tracked and are released immediately | 174 | // Native shapes are not tracked and are released immediately |
165 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); | 175 | physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this); |
166 | BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr); | 176 | PhysicsScene.PE.DeleteCollisionShape(physicsScene.World, this); |
167 | ptr = IntPtr.Zero; | 177 | ptr = IntPtr.Zero; |
168 | // Garbage collection will free up this instance. | 178 | // Garbage collection will free up this instance. |
179 | */ | ||
169 | } | 180 | } |
170 | } | 181 | } |
171 | 182 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs index 07a9fd8..e4fecc3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainHeightmap.cs | |||
@@ -44,7 +44,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
44 | { | 44 | { |
45 | static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]"; | 45 | static string LogHeader = "[BULLETSIM TERRAIN HEIGHTMAP]"; |
46 | 46 | ||
47 | BulletHeightMapInfo m_mapInfo = null; | 47 | BulletHMapInfo m_mapInfo = null; |
48 | 48 | ||
49 | // Constructor to build a default, flat heightmap terrain. | 49 | // Constructor to build a default, flat heightmap terrain. |
50 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) | 50 | public BSTerrainHeightmap(BSScene physicsScene, Vector3 regionBase, uint id, Vector3 regionSize) |
@@ -58,7 +58,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
58 | { | 58 | { |
59 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; | 59 | initialMap[ii] = BSTerrainManager.HEIGHT_INITIALIZATION; |
60 | } | 60 | } |
61 | m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); | 61 | m_mapInfo = new BulletHMapInfo(id, initialMap); |
62 | m_mapInfo.minCoords = minTerrainCoords; | 62 | m_mapInfo.minCoords = minTerrainCoords; |
63 | m_mapInfo.maxCoords = maxTerrainCoords; | 63 | m_mapInfo.maxCoords = maxTerrainCoords; |
64 | m_mapInfo.terrainRegionBase = TerrainBase; | 64 | m_mapInfo.terrainRegionBase = TerrainBase; |
@@ -72,7 +72,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
72 | Vector3 minCoords, Vector3 maxCoords) | 72 | Vector3 minCoords, Vector3 maxCoords) |
73 | : base(physicsScene, regionBase, id) | 73 | : base(physicsScene, regionBase, id) |
74 | { | 74 | { |
75 | m_mapInfo = new BulletHeightMapInfo(id, initialMap, IntPtr.Zero); | 75 | m_mapInfo = new BulletHMapInfo(id, initialMap); |
76 | m_mapInfo.minCoords = minCoords; | 76 | m_mapInfo.minCoords = minCoords; |
77 | m_mapInfo.maxCoords = maxCoords; | 77 | m_mapInfo.maxCoords = maxCoords; |
78 | m_mapInfo.minZ = minCoords.Z; | 78 | m_mapInfo.minZ = minCoords.Z; |
@@ -91,13 +91,11 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
91 | // Using the information in m_mapInfo, create the physical representation of the heightmap. | 91 | // Using the information in m_mapInfo, create the physical representation of the heightmap. |
92 | private void BuildHeightmapTerrain() | 92 | private void BuildHeightmapTerrain() |
93 | { | 93 | { |
94 | m_mapInfo.Ptr = BulletSimAPI.CreateHeightMapInfo2(PhysicsScene.World.ptr, m_mapInfo.ID, | ||
95 | m_mapInfo.minCoords, m_mapInfo.maxCoords, | ||
96 | m_mapInfo.heightMap, BSParam.TerrainCollisionMargin); | ||
97 | |||
98 | // Create the terrain shape from the mapInfo | 94 | // Create the terrain shape from the mapInfo |
99 | m_mapInfo.terrainShape = new BulletShape(BulletSimAPI.CreateTerrainShape2(m_mapInfo.Ptr), | 95 | m_mapInfo.terrainShape = PhysicsScene.PE.CreateTerrainShape( m_mapInfo.ID, |
100 | BSPhysicsShapeType.SHAPE_TERRAIN); | 96 | new Vector3(m_mapInfo.sizeX, m_mapInfo.sizeY, 0), m_mapInfo.minZ, m_mapInfo.maxZ, |
97 | m_mapInfo.heightMap, 1f, BSParam.TerrainCollisionMargin); | ||
98 | |||
101 | 99 | ||
102 | // The terrain object initial position is at the center of the object | 100 | // The terrain object initial position is at the center of the object |
103 | Vector3 centerPos; | 101 | Vector3 centerPos; |
@@ -105,27 +103,26 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
105 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); | 103 | centerPos.Y = m_mapInfo.minCoords.Y + (m_mapInfo.sizeY / 2f); |
106 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); | 104 | centerPos.Z = m_mapInfo.minZ + ((m_mapInfo.maxZ - m_mapInfo.minZ) / 2f); |
107 | 105 | ||
108 | m_mapInfo.terrainBody = new BulletBody(m_mapInfo.ID, | 106 | m_mapInfo.terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_mapInfo.terrainShape, |
109 | BulletSimAPI.CreateBodyWithDefaultMotionState2(m_mapInfo.terrainShape.ptr, | 107 | m_mapInfo.ID, centerPos, Quaternion.Identity); |
110 | m_mapInfo.ID, centerPos, Quaternion.Identity)); | ||
111 | 108 | ||
112 | // Set current terrain attributes | 109 | // Set current terrain attributes |
113 | BulletSimAPI.SetFriction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainFriction); | 110 | PhysicsScene.PE.SetFriction(m_mapInfo.terrainBody, BSParam.TerrainFriction); |
114 | BulletSimAPI.SetHitFraction2(m_mapInfo.terrainBody.ptr, BSParam.TerrainHitFraction); | 111 | PhysicsScene.PE.SetHitFraction(m_mapInfo.terrainBody, BSParam.TerrainHitFraction); |
115 | BulletSimAPI.SetRestitution2(m_mapInfo.terrainBody.ptr, BSParam.TerrainRestitution); | 112 | PhysicsScene.PE.SetRestitution(m_mapInfo.terrainBody, BSParam.TerrainRestitution); |
116 | BulletSimAPI.SetCollisionFlags2(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 113 | PhysicsScene.PE.SetCollisionFlags(m_mapInfo.terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
117 | 114 | ||
118 | // Return the new terrain to the world of physical objects | 115 | // Return the new terrain to the world of physical objects |
119 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | 116 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_mapInfo.terrainBody); |
120 | 117 | ||
121 | // redo its bounding box now that it is in the world | 118 | // redo its bounding box now that it is in the world |
122 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | 119 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody); |
123 | 120 | ||
124 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; | 121 | m_mapInfo.terrainBody.collisionType = CollisionType.Terrain; |
125 | m_mapInfo.terrainBody.ApplyCollisionMask(); | 122 | m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene); |
126 | 123 | ||
127 | // Make it so the terrain will not move or be considered for movement. | 124 | // Make it so the terrain will not move or be considered for movement. |
128 | BulletSimAPI.ForceActivationState2(m_mapInfo.terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | 125 | PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION); |
129 | 126 | ||
130 | return; | 127 | return; |
131 | } | 128 | } |
@@ -137,10 +134,9 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys | |||
137 | { | 134 | { |
138 | if (m_mapInfo.terrainBody.HasPhysicalBody) | 135 | if (m_mapInfo.terrainBody.HasPhysicalBody) |
139 | { | 136 | { |
140 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | 137 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_mapInfo.terrainBody); |
141 | // Frees both the body and the shape. | 138 | // Frees both the body and the shape. |
142 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_mapInfo.terrainBody.ptr); | 139 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_mapInfo.terrainBody); |
143 | BulletSimAPI.ReleaseHeightMapInfo2(m_mapInfo.Ptr); | ||
144 | } | 140 | } |
145 | } | 141 | } |
146 | m_mapInfo = null; | 142 | m_mapInfo = null; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs index 86ccfbb..2e9db39 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainManager.cs | |||
@@ -133,20 +133,17 @@ public sealed class BSTerrainManager : IDisposable | |||
133 | public void CreateInitialGroundPlaneAndTerrain() | 133 | public void CreateInitialGroundPlaneAndTerrain() |
134 | { | 134 | { |
135 | // The ground plane is here to catch things that are trying to drop to negative infinity | 135 | // The ground plane is here to catch things that are trying to drop to negative infinity |
136 | BulletShape groundPlaneShape = new BulletShape( | 136 | BulletShape groundPlaneShape = PhysicsScene.PE.CreateGroundPlaneShape(BSScene.GROUNDPLANE_ID, 1f, BSParam.TerrainCollisionMargin); |
137 | BulletSimAPI.CreateGroundPlaneShape2(BSScene.GROUNDPLANE_ID, 1f, | 137 | m_groundPlane = PhysicsScene.PE.CreateBodyWithDefaultMotionState(groundPlaneShape, |
138 | BSParam.TerrainCollisionMargin), | 138 | BSScene.GROUNDPLANE_ID, Vector3.Zero, Quaternion.Identity); |
139 | BSPhysicsShapeType.SHAPE_GROUNDPLANE); | 139 | |
140 | m_groundPlane = new BulletBody(BSScene.GROUNDPLANE_ID, | 140 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_groundPlane); |
141 | BulletSimAPI.CreateBodyWithDefaultMotionState2(groundPlaneShape.ptr, BSScene.GROUNDPLANE_ID, | 141 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_groundPlane); |
142 | Vector3.Zero, Quaternion.Identity)); | ||
143 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
144 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_groundPlane.ptr); | ||
145 | // Ground plane does not move | 142 | // Ground plane does not move |
146 | BulletSimAPI.ForceActivationState2(m_groundPlane.ptr, ActivationState.DISABLE_SIMULATION); | 143 | PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION); |
147 | // Everything collides with the ground plane. | 144 | // Everything collides with the ground plane. |
148 | m_groundPlane.collisionType = CollisionType.Groundplane; | 145 | m_groundPlane.collisionType = CollisionType.Groundplane; |
149 | m_groundPlane.ApplyCollisionMask(); | 146 | m_groundPlane.ApplyCollisionMask(PhysicsScene); |
150 | 147 | ||
151 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. | 148 | // Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain. |
152 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); | 149 | BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize); |
@@ -158,9 +155,9 @@ public sealed class BSTerrainManager : IDisposable | |||
158 | { | 155 | { |
159 | if (m_groundPlane.HasPhysicalBody) | 156 | if (m_groundPlane.HasPhysicalBody) |
160 | { | 157 | { |
161 | if (BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_groundPlane.ptr)) | 158 | if (PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_groundPlane)) |
162 | { | 159 | { |
163 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_groundPlane.ptr); | 160 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_groundPlane); |
164 | } | 161 | } |
165 | m_groundPlane.Clear(); | 162 | m_groundPlane.Clear(); |
166 | } | 163 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs index 061e232..1d55ce3 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSTerrainMesh.cs | |||
@@ -91,9 +91,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
91 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", | 91 | PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}", |
92 | ID, indicesCount, indices.Length, verticesCount, vertices.Length); | 92 | ID, indicesCount, indices.Length, verticesCount, vertices.Length); |
93 | 93 | ||
94 | m_terrainShape = new BulletShape(BulletSimAPI.CreateMeshShape2(PhysicsScene.World.ptr, | 94 | m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices); |
95 | indicesCount, indices, verticesCount, vertices), | ||
96 | BSPhysicsShapeType.SHAPE_MESH); | ||
97 | if (!m_terrainShape.HasPhysicalShape) | 95 | if (!m_terrainShape.HasPhysicalShape) |
98 | { | 96 | { |
99 | // DISASTER!! | 97 | // DISASTER!! |
@@ -106,7 +104,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
106 | Vector3 pos = regionBase; | 104 | Vector3 pos = regionBase; |
107 | Quaternion rot = Quaternion.Identity; | 105 | Quaternion rot = Quaternion.Identity; |
108 | 106 | ||
109 | m_terrainBody = new BulletBody(id, BulletSimAPI.CreateBodyWithDefaultMotionState2( m_terrainShape.ptr, ID, pos, rot)); | 107 | m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot); |
110 | if (!m_terrainBody.HasPhysicalBody) | 108 | if (!m_terrainBody.HasPhysicalBody) |
111 | { | 109 | { |
112 | // DISASTER!! | 110 | // DISASTER!! |
@@ -116,34 +114,34 @@ public sealed class BSTerrainMesh : BSTerrainPhys | |||
116 | } | 114 | } |
117 | 115 | ||
118 | // Set current terrain attributes | 116 | // Set current terrain attributes |
119 | BulletSimAPI.SetFriction2(m_terrainBody.ptr, BSParam.TerrainFriction); | 117 | PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction); |
120 | BulletSimAPI.SetHitFraction2(m_terrainBody.ptr, BSParam.TerrainHitFraction); | 118 | PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction); |
121 | BulletSimAPI.SetRestitution2(m_terrainBody.ptr, BSParam.TerrainRestitution); | 119 | PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution); |
122 | BulletSimAPI.SetCollisionFlags2(m_terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | 120 | PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT); |
123 | 121 | ||
124 | // Static objects are not very massive. | 122 | // Static objects are not very massive. |
125 | BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero); | 123 | PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero); |
126 | 124 | ||
127 | // Put the new terrain to the world of physical objects | 125 | // Put the new terrain to the world of physical objects |
128 | BulletSimAPI.AddObjectToWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 126 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody); |
129 | 127 | ||
130 | // Redo its bounding box now that it is in the world | 128 | // Redo its bounding box now that it is in the world |
131 | BulletSimAPI.UpdateSingleAabb2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 129 | PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody); |
132 | 130 | ||
133 | m_terrainBody.collisionType = CollisionType.Terrain; | 131 | m_terrainBody.collisionType = CollisionType.Terrain; |
134 | m_terrainBody.ApplyCollisionMask(); | 132 | m_terrainBody.ApplyCollisionMask(PhysicsScene); |
135 | 133 | ||
136 | // Make it so the terrain will not move or be considered for movement. | 134 | // Make it so the terrain will not move or be considered for movement. |
137 | BulletSimAPI.ForceActivationState2(m_terrainBody.ptr, ActivationState.DISABLE_SIMULATION); | 135 | PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION); |
138 | } | 136 | } |
139 | 137 | ||
140 | public override void Dispose() | 138 | public override void Dispose() |
141 | { | 139 | { |
142 | if (m_terrainBody.HasPhysicalBody) | 140 | if (m_terrainBody.HasPhysicalBody) |
143 | { | 141 | { |
144 | BulletSimAPI.RemoveObjectFromWorld2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 142 | PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, m_terrainBody); |
145 | // Frees both the body and the shape. | 143 | // Frees both the body and the shape. |
146 | BulletSimAPI.DestroyObject2(PhysicsScene.World.ptr, m_terrainBody.ptr); | 144 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, m_terrainBody); |
147 | } | 145 | } |
148 | } | 146 | } |
149 | 147 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs deleted file mode 100644 index b361498..0000000 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ /dev/null | |||
@@ -1,1276 +0,0 @@ | |||
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.Runtime.InteropServices; | ||
30 | using System.Security; | ||
31 | using System.Text; | ||
32 | using OpenMetaverse; | ||
33 | |||
34 | namespace OpenSim.Region.Physics.BulletSPlugin { | ||
35 | |||
36 | // Constraint type values as defined by Bullet | ||
37 | public enum ConstraintType : int | ||
38 | { | ||
39 | POINT2POINT_CONSTRAINT_TYPE = 3, | ||
40 | HINGE_CONSTRAINT_TYPE, | ||
41 | CONETWIST_CONSTRAINT_TYPE, | ||
42 | D6_CONSTRAINT_TYPE, | ||
43 | SLIDER_CONSTRAINT_TYPE, | ||
44 | CONTACT_CONSTRAINT_TYPE, | ||
45 | D6_SPRING_CONSTRAINT_TYPE, | ||
46 | MAX_CONSTRAINT_TYPE | ||
47 | } | ||
48 | |||
49 | // =============================================================================== | ||
50 | [StructLayout(LayoutKind.Sequential)] | ||
51 | public struct ConvexHull | ||
52 | { | ||
53 | Vector3 Offset; | ||
54 | int VertexCount; | ||
55 | Vector3[] Vertices; | ||
56 | } | ||
57 | public enum BSPhysicsShapeType | ||
58 | { | ||
59 | SHAPE_UNKNOWN = 0, | ||
60 | SHAPE_CAPSULE = 1, | ||
61 | SHAPE_BOX = 2, | ||
62 | SHAPE_CONE = 3, | ||
63 | SHAPE_CYLINDER = 4, | ||
64 | SHAPE_SPHERE = 5, | ||
65 | SHAPE_MESH = 6, | ||
66 | SHAPE_HULL = 7, | ||
67 | // following defined by BulletSim | ||
68 | SHAPE_GROUNDPLANE = 20, | ||
69 | SHAPE_TERRAIN = 21, | ||
70 | SHAPE_COMPOUND = 22, | ||
71 | SHAPE_HEIGHTMAP = 23, | ||
72 | SHAPE_AVATAR = 24, | ||
73 | }; | ||
74 | |||
75 | // The native shapes have predefined shape hash keys | ||
76 | public enum FixedShapeKey : ulong | ||
77 | { | ||
78 | KEY_NONE = 0, | ||
79 | KEY_BOX = 1, | ||
80 | KEY_SPHERE = 2, | ||
81 | KEY_CONE = 3, | ||
82 | KEY_CYLINDER = 4, | ||
83 | KEY_CAPSULE = 5, | ||
84 | KEY_AVATAR = 6, | ||
85 | } | ||
86 | |||
87 | [StructLayout(LayoutKind.Sequential)] | ||
88 | public struct ShapeData | ||
89 | { | ||
90 | public uint ID; | ||
91 | public BSPhysicsShapeType Type; | ||
92 | public Vector3 Position; | ||
93 | public Quaternion Rotation; | ||
94 | public Vector3 Velocity; | ||
95 | public Vector3 Scale; | ||
96 | public float Mass; | ||
97 | public float Buoyancy; | ||
98 | public System.UInt64 HullKey; | ||
99 | public System.UInt64 MeshKey; | ||
100 | public float Friction; | ||
101 | public float Restitution; | ||
102 | public float Collidable; // true of things bump into this | ||
103 | public float Static; // true if a static object. Otherwise gravity, etc. | ||
104 | public float Solid; // true if object cannot be passed through | ||
105 | public Vector3 Size; | ||
106 | |||
107 | // note that bools are passed as floats since bool size changes by language and architecture | ||
108 | public const float numericTrue = 1f; | ||
109 | public const float numericFalse = 0f; | ||
110 | } | ||
111 | [StructLayout(LayoutKind.Sequential)] | ||
112 | public struct SweepHit | ||
113 | { | ||
114 | public uint ID; | ||
115 | public float Fraction; | ||
116 | public Vector3 Normal; | ||
117 | public Vector3 Point; | ||
118 | } | ||
119 | [StructLayout(LayoutKind.Sequential)] | ||
120 | public struct RaycastHit | ||
121 | { | ||
122 | public uint ID; | ||
123 | public float Fraction; | ||
124 | public Vector3 Normal; | ||
125 | } | ||
126 | [StructLayout(LayoutKind.Sequential)] | ||
127 | public struct CollisionDesc | ||
128 | { | ||
129 | public uint aID; | ||
130 | public uint bID; | ||
131 | public Vector3 point; | ||
132 | public Vector3 normal; | ||
133 | } | ||
134 | [StructLayout(LayoutKind.Sequential)] | ||
135 | public struct EntityProperties | ||
136 | { | ||
137 | public uint ID; | ||
138 | public Vector3 Position; | ||
139 | public Quaternion Rotation; | ||
140 | public Vector3 Velocity; | ||
141 | public Vector3 Acceleration; | ||
142 | public Vector3 RotationalVelocity; | ||
143 | } | ||
144 | |||
145 | // Format of this structure must match the definition in the C++ code | ||
146 | // NOTE: adding the X causes compile breaks if used. These are unused symbols | ||
147 | // that can be removed from both here and the unmanaged definition of this structure. | ||
148 | [StructLayout(LayoutKind.Sequential)] | ||
149 | public struct ConfigurationParameters | ||
150 | { | ||
151 | public float defaultFriction; | ||
152 | public float defaultDensity; | ||
153 | public float defaultRestitution; | ||
154 | public float collisionMargin; | ||
155 | public float gravity; | ||
156 | |||
157 | public float XlinearDamping; | ||
158 | public float XangularDamping; | ||
159 | public float XdeactivationTime; | ||
160 | public float XlinearSleepingThreshold; | ||
161 | public float XangularSleepingThreshold; | ||
162 | public float XccdMotionThreshold; | ||
163 | public float XccdSweptSphereRadius; | ||
164 | public float XcontactProcessingThreshold; | ||
165 | |||
166 | public float XterrainImplementation; | ||
167 | public float XterrainFriction; | ||
168 | public float XterrainHitFraction; | ||
169 | public float XterrainRestitution; | ||
170 | public float XterrainCollisionMargin; | ||
171 | |||
172 | public float XavatarFriction; | ||
173 | public float XavatarStandingFriction; | ||
174 | public float XavatarDensity; | ||
175 | public float XavatarRestitution; | ||
176 | public float XavatarCapsuleWidth; | ||
177 | public float XavatarCapsuleDepth; | ||
178 | public float XavatarCapsuleHeight; | ||
179 | public float XavatarContactProcessingThreshold; | ||
180 | |||
181 | public float XvehicleAngularDamping; | ||
182 | |||
183 | public float maxPersistantManifoldPoolSize; | ||
184 | public float maxCollisionAlgorithmPoolSize; | ||
185 | public float shouldDisableContactPoolDynamicAllocation; | ||
186 | public float shouldForceUpdateAllAabbs; | ||
187 | public float shouldRandomizeSolverOrder; | ||
188 | public float shouldSplitSimulationIslands; | ||
189 | public float shouldEnableFrictionCaching; | ||
190 | public float numberOfSolverIterations; | ||
191 | |||
192 | public float XlinksetImplementation; | ||
193 | public float XlinkConstraintUseFrameOffset; | ||
194 | public float XlinkConstraintEnableTransMotor; | ||
195 | public float XlinkConstraintTransMotorMaxVel; | ||
196 | public float XlinkConstraintTransMotorMaxForce; | ||
197 | public float XlinkConstraintERP; | ||
198 | public float XlinkConstraintCFM; | ||
199 | public float XlinkConstraintSolverIterations; | ||
200 | |||
201 | public float physicsLoggingFrames; | ||
202 | |||
203 | public const float numericTrue = 1f; | ||
204 | public const float numericFalse = 0f; | ||
205 | } | ||
206 | |||
207 | |||
208 | // The states a bullet collision object can have | ||
209 | public enum ActivationState : uint | ||
210 | { | ||
211 | ACTIVE_TAG = 1, | ||
212 | ISLAND_SLEEPING, | ||
213 | WANTS_DEACTIVATION, | ||
214 | DISABLE_DEACTIVATION, | ||
215 | DISABLE_SIMULATION, | ||
216 | } | ||
217 | |||
218 | public enum CollisionObjectTypes : int | ||
219 | { | ||
220 | CO_COLLISION_OBJECT = 1 << 0, | ||
221 | CO_RIGID_BODY = 1 << 1, | ||
222 | CO_GHOST_OBJECT = 1 << 2, | ||
223 | CO_SOFT_BODY = 1 << 3, | ||
224 | CO_HF_FLUID = 1 << 4, | ||
225 | CO_USER_TYPE = 1 << 5, | ||
226 | } | ||
227 | |||
228 | // Values used by Bullet and BulletSim to control object properties. | ||
229 | // Bullet's "CollisionFlags" has more to do with operations on the | ||
230 | // object (if collisions happen, if gravity effects it, ...). | ||
231 | public enum CollisionFlags : uint | ||
232 | { | ||
233 | CF_STATIC_OBJECT = 1 << 0, | ||
234 | CF_KINEMATIC_OBJECT = 1 << 1, | ||
235 | CF_NO_CONTACT_RESPONSE = 1 << 2, | ||
236 | CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3, | ||
237 | CF_CHARACTER_OBJECT = 1 << 4, | ||
238 | CF_DISABLE_VISUALIZE_OBJECT = 1 << 5, | ||
239 | CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6, | ||
240 | // Following used by BulletSim to control collisions and updates | ||
241 | BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, | ||
242 | BS_FLOATS_ON_WATER = 1 << 11, | ||
243 | BS_VEHICLE_COLLISIONS = 1 << 12, | ||
244 | BS_NONE = 0, | ||
245 | BS_ALL = 0xFFFFFFFF | ||
246 | }; | ||
247 | |||
248 | // Values f collisions groups and masks | ||
249 | public enum CollisionFilterGroups : uint | ||
250 | { | ||
251 | // Don't use the bit definitions!! Define the use in a | ||
252 | // filter/mask definition below. This way collision interactions | ||
253 | // are more easily found and debugged. | ||
254 | BNoneGroup = 0, | ||
255 | BDefaultGroup = 1 << 0, // 0001 | ||
256 | BStaticGroup = 1 << 1, // 0002 | ||
257 | BKinematicGroup = 1 << 2, // 0004 | ||
258 | BDebrisGroup = 1 << 3, // 0008 | ||
259 | BSensorTrigger = 1 << 4, // 0010 | ||
260 | BCharacterGroup = 1 << 5, // 0020 | ||
261 | BAllGroup = 0x000FFFFF, | ||
262 | // Filter groups defined by BulletSim | ||
263 | BGroundPlaneGroup = 1 << 10, // 0400 | ||
264 | BTerrainGroup = 1 << 11, // 0800 | ||
265 | BRaycastGroup = 1 << 12, // 1000 | ||
266 | BSolidGroup = 1 << 13, // 2000 | ||
267 | // BLinksetGroup = xx // a linkset proper is either static or dynamic | ||
268 | BLinksetChildGroup = 1 << 14, // 4000 | ||
269 | }; | ||
270 | |||
271 | // CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0 | ||
272 | // ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2. | ||
273 | public enum ConstraintParams : int | ||
274 | { | ||
275 | BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730 | ||
276 | BT_CONSTRAINT_STOP_ERP, | ||
277 | BT_CONSTRAINT_CFM, | ||
278 | BT_CONSTRAINT_STOP_CFM, | ||
279 | }; | ||
280 | public enum ConstraintParamAxis : int | ||
281 | { | ||
282 | AXIS_LINEAR_X = 0, | ||
283 | AXIS_LINEAR_Y, | ||
284 | AXIS_LINEAR_Z, | ||
285 | AXIS_ANGULAR_X, | ||
286 | AXIS_ANGULAR_Y, | ||
287 | AXIS_ANGULAR_Z, | ||
288 | AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls | ||
289 | AXIS_ANGULAR_ALL, | ||
290 | AXIS_ALL | ||
291 | }; | ||
292 | |||
293 | public abstract class BulletSimAPITemplate | ||
294 | { | ||
295 | // Initialization and simulation | ||
296 | public abstract BulletWorld Initialize2(Vector3 maxPosition, IntPtr parms, | ||
297 | int maxCollisions, IntPtr collisionArray, | ||
298 | int maxUpdates, IntPtr updateArray | ||
299 | ); | ||
300 | |||
301 | public abstract bool UpdateParameter2(BulletWorld world, uint localID, String parm, float value); | ||
302 | |||
303 | public abstract void SetHeightMap2(BulletWorld world, float[] heightmap); | ||
304 | |||
305 | public abstract void Shutdown2(BulletWorld sim); | ||
306 | |||
307 | public abstract int PhysicsStep2(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
308 | out int updatedEntityCount, | ||
309 | out IntPtr updatedEntitiesPtr, | ||
310 | out int collidersCount, | ||
311 | out IntPtr collidersPtr); | ||
312 | |||
313 | public abstract bool PushUpdate2(BulletBody obj); | ||
314 | |||
315 | // ===================================================================================== | ||
316 | // Mesh, hull, shape and body creation helper routines | ||
317 | public abstract BulletShape CreateMeshShape2(BulletWorld world, | ||
318 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
319 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
320 | |||
321 | public abstract BulletShape CreateHullShape2(BulletWorld world, | ||
322 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | ||
323 | |||
324 | public abstract BulletShape BuildHullShapeFromMesh2(BulletWorld world, BulletShape meshShape); | ||
325 | |||
326 | public abstract BulletShape BuildNativeShape2(BulletWorld world, ShapeData shapeData); | ||
327 | |||
328 | public abstract bool IsNativeShape2(BulletShape shape); | ||
329 | |||
330 | public abstract void SetShapeCollisionMargin(BulletShape shape, float margin); | ||
331 | |||
332 | public abstract BulletShape BuildCapsuleShape2(BulletWorld world, float radius, float height, Vector3 scale); | ||
333 | |||
334 | public abstract BulletShape CreateCompoundShape2(BulletWorld sim, bool enableDynamicAabbTree); | ||
335 | |||
336 | public abstract int GetNumberOfCompoundChildren2(BulletShape cShape); | ||
337 | |||
338 | public abstract void AddChildShapeToCompoundShape2(BulletShape cShape, BulletShape addShape, Vector3 pos, Quaternion rot); | ||
339 | |||
340 | public abstract BulletShape GetChildShapeFromCompoundShapeIndex2(BulletShape cShape, int indx); | ||
341 | |||
342 | public abstract BulletShape RemoveChildShapeFromCompoundShapeIndex2(BulletShape cShape, int indx); | ||
343 | |||
344 | public abstract void RemoveChildShapeFromCompoundShape2(BulletShape cShape, BulletShape removeShape); | ||
345 | |||
346 | public abstract void RecalculateCompoundShapeLocalAabb2(BulletShape cShape); | ||
347 | |||
348 | public abstract BulletShape DuplicateCollisionShape2(BulletWorld sim, BulletShape srcShape, uint id); | ||
349 | |||
350 | public abstract BulletBody CreateBodyFromShapeAndInfo2(BulletWorld sim, BulletShape shape, uint id, IntPtr constructionInfo); | ||
351 | |||
352 | public abstract bool DeleteCollisionShape2(BulletWorld world, BulletShape shape); | ||
353 | |||
354 | public abstract int GetBodyType2(BulletBody obj); | ||
355 | |||
356 | public abstract BulletBody CreateBodyFromShape2(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | ||
357 | |||
358 | public abstract BulletBody CreateBodyWithDefaultMotionState2(BulletShape shape, uint id, Vector3 pos, Quaternion rot); | ||
359 | |||
360 | public abstract BulletBody CreateGhostFromShape2(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot); | ||
361 | |||
362 | public abstract IntPtr AllocateBodyInfo2(BulletBody obj); | ||
363 | |||
364 | public abstract void ReleaseBodyInfo2(IntPtr obj); | ||
365 | |||
366 | public abstract void DestroyObject2(BulletWorld sim, BulletBody obj); | ||
367 | |||
368 | // ===================================================================================== | ||
369 | // Terrain creation and helper routines | ||
370 | public abstract IntPtr CreateHeightMapInfo2(BulletWorld sim, uint id, Vector3 minCoords, Vector3 maxCoords, | ||
371 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
372 | |||
373 | public abstract IntPtr FillHeightMapInfo2(BulletWorld sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords, | ||
374 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
375 | |||
376 | public abstract bool ReleaseHeightMapInfo2(IntPtr heightMapInfo); | ||
377 | |||
378 | public abstract BulletBody CreateGroundPlaneShape2(uint id, float height, float collisionMargin); | ||
379 | |||
380 | public abstract BulletBody CreateTerrainShape2(IntPtr mapInfo); | ||
381 | |||
382 | // ===================================================================================== | ||
383 | // Constraint creation and helper routines | ||
384 | public abstract BulletConstraint Create6DofConstraint2(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
385 | Vector3 frame1loc, Quaternion frame1rot, | ||
386 | Vector3 frame2loc, Quaternion frame2rot, | ||
387 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
388 | |||
389 | public abstract BulletConstraint Create6DofConstraintToPoint2(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
390 | Vector3 joinPoint, | ||
391 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
392 | |||
393 | public abstract BulletConstraint CreateHingeConstraint2(BulletWorld world, BulletBody obj1, BulletBody obj2, | ||
394 | Vector3 pivotinA, Vector3 pivotinB, | ||
395 | Vector3 axisInA, Vector3 axisInB, | ||
396 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
397 | |||
398 | public abstract void SetConstraintEnable2(BulletConstraint constrain, float numericTrueFalse); | ||
399 | |||
400 | public abstract void SetConstraintNumSolverIterations2(BulletConstraint constrain, float iterations); | ||
401 | |||
402 | public abstract bool SetFrames2(BulletConstraint constrain, | ||
403 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot); | ||
404 | |||
405 | public abstract bool SetLinearLimits2(BulletConstraint constrain, Vector3 low, Vector3 hi); | ||
406 | |||
407 | public abstract bool SetAngularLimits2(BulletConstraint constrain, Vector3 low, Vector3 hi); | ||
408 | |||
409 | public abstract bool UseFrameOffset2(BulletConstraint constrain, float enable); | ||
410 | |||
411 | public abstract bool TranslationalLimitMotor2(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce); | ||
412 | |||
413 | public abstract bool SetBreakingImpulseThreshold2(BulletConstraint constrain, float threshold); | ||
414 | |||
415 | public abstract bool CalculateTransforms2(BulletConstraint constrain); | ||
416 | |||
417 | public abstract bool SetConstraintParam2(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | ||
418 | |||
419 | public abstract bool DestroyConstraint2(BulletWorld world, BulletConstraint constrain); | ||
420 | |||
421 | // ===================================================================================== | ||
422 | // btCollisionWorld entries | ||
423 | public abstract void UpdateSingleAabb2(BulletWorld world, BulletBody obj); | ||
424 | |||
425 | public abstract void UpdateAabbs2(BulletWorld world); | ||
426 | |||
427 | public abstract bool GetForceUpdateAllAabbs2(BulletWorld world); | ||
428 | |||
429 | public abstract void SetForceUpdateAllAabbs2(BulletWorld world, bool force); | ||
430 | |||
431 | // ===================================================================================== | ||
432 | // btDynamicsWorld entries | ||
433 | public abstract bool AddObjectToWorld2(BulletWorld world, BulletBody obj); | ||
434 | |||
435 | public abstract bool RemoveObjectFromWorld2(BulletWorld world, BulletBody obj); | ||
436 | |||
437 | public abstract bool AddConstraintToWorld2(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects); | ||
438 | |||
439 | public abstract bool RemoveConstraintFromWorld2(BulletWorld world, BulletConstraint constrain); | ||
440 | // ===================================================================================== | ||
441 | // btCollisionObject entries | ||
442 | public abstract Vector3 GetAnisotripicFriction2(BulletConstraint constrain); | ||
443 | |||
444 | public abstract Vector3 SetAnisotripicFriction2(BulletConstraint constrain, Vector3 frict); | ||
445 | |||
446 | public abstract bool HasAnisotripicFriction2(BulletConstraint constrain); | ||
447 | |||
448 | public abstract void SetContactProcessingThreshold2(BulletBody obj, float val); | ||
449 | |||
450 | public abstract float GetContactProcessingThreshold2(BulletBody obj); | ||
451 | |||
452 | public abstract bool IsStaticObject2(BulletBody obj); | ||
453 | |||
454 | public abstract bool IsKinematicObject2(BulletBody obj); | ||
455 | |||
456 | public abstract bool IsStaticOrKinematicObject2(BulletBody obj); | ||
457 | |||
458 | public abstract bool HasContactResponse2(BulletBody obj); | ||
459 | |||
460 | public abstract void SetCollisionShape2(BulletWorld sim, BulletBody obj, BulletBody shape); | ||
461 | |||
462 | public abstract BulletShape GetCollisionShape2(BulletBody obj); | ||
463 | |||
464 | public abstract int GetActivationState2(BulletBody obj); | ||
465 | |||
466 | public abstract void SetActivationState2(BulletBody obj, int state); | ||
467 | |||
468 | public abstract void SetDeactivationTime2(BulletBody obj, float dtime); | ||
469 | |||
470 | public abstract float GetDeactivationTime2(BulletBody obj); | ||
471 | |||
472 | public abstract void ForceActivationState2(BulletBody obj, ActivationState state); | ||
473 | |||
474 | public abstract void Activate2(BulletBody obj, bool forceActivation); | ||
475 | |||
476 | public abstract bool IsActive2(BulletBody obj); | ||
477 | |||
478 | public abstract void SetRestitution2(BulletBody obj, float val); | ||
479 | |||
480 | public abstract float GetRestitution2(BulletBody obj); | ||
481 | |||
482 | public abstract void SetFriction2(BulletBody obj, float val); | ||
483 | |||
484 | public abstract float GetFriction2(BulletBody obj); | ||
485 | |||
486 | /* Haven't defined the type 'Transform' | ||
487 | public abstract Transform GetWorldTransform2(BulletBody obj); | ||
488 | |||
489 | public abstract void setWorldTransform2(BulletBody obj, Transform trans); | ||
490 | */ | ||
491 | |||
492 | public abstract Vector3 GetPosition2(BulletBody obj); | ||
493 | |||
494 | public abstract Quaternion GetOrientation2(BulletBody obj); | ||
495 | |||
496 | public abstract void SetTranslation2(BulletBody obj, Vector3 position, Quaternion rotation); | ||
497 | |||
498 | public abstract IntPtr GetBroadphaseHandle2(BulletBody obj); | ||
499 | |||
500 | public abstract void SetBroadphaseHandle2(BulletBody obj, IntPtr handle); | ||
501 | |||
502 | /* | ||
503 | public abstract Transform GetInterpolationWorldTransform2(IntPtr obj); | ||
504 | |||
505 | public abstract void SetInterpolationWorldTransform2(IntPtr obj, Transform trans); | ||
506 | */ | ||
507 | |||
508 | public abstract void SetInterpolationLinearVelocity2(BulletBody obj, Vector3 vel); | ||
509 | |||
510 | public abstract void SetInterpolationAngularVelocity2(BulletBody obj, Vector3 vel); | ||
511 | |||
512 | public abstract void SetInterpolationVelocity2(BulletBody obj, Vector3 linearVel, Vector3 angularVel); | ||
513 | |||
514 | public abstract float GetHitFraction2(BulletBody obj); | ||
515 | |||
516 | public abstract void SetHitFraction2(BulletBody obj, float val); | ||
517 | |||
518 | public abstract CollisionFlags GetCollisionFlags2(BulletBody obj); | ||
519 | |||
520 | public abstract CollisionFlags SetCollisionFlags2(BulletBody obj, CollisionFlags flags); | ||
521 | |||
522 | public abstract CollisionFlags AddToCollisionFlags2(BulletBody obj, CollisionFlags flags); | ||
523 | |||
524 | public abstract CollisionFlags RemoveFromCollisionFlags2(BulletBody obj, CollisionFlags flags); | ||
525 | |||
526 | public abstract float GetCcdMotionThreshold2(BulletBody obj); | ||
527 | |||
528 | public abstract void SetCcdMotionThreshold2(BulletBody obj, float val); | ||
529 | |||
530 | public abstract float GetCcdSweptSphereRadius2(BulletBody obj); | ||
531 | |||
532 | public abstract void SetCcdSweptSphereRadius2(BulletBody obj, float val); | ||
533 | |||
534 | public abstract IntPtr GetUserPointer2(BulletBody obj); | ||
535 | |||
536 | public abstract void SetUserPointer2(BulletBody obj, IntPtr val); | ||
537 | |||
538 | // ===================================================================================== | ||
539 | // btRigidBody entries | ||
540 | public abstract void ApplyGravity2(BulletBody obj); | ||
541 | |||
542 | public abstract void SetGravity2(BulletBody obj, Vector3 val); | ||
543 | |||
544 | public abstract Vector3 GetGravity2(BulletBody obj); | ||
545 | |||
546 | public abstract void SetDamping2(BulletBody obj, float lin_damping, float ang_damping); | ||
547 | |||
548 | public abstract void SetLinearDamping2(BulletBody obj, float lin_damping); | ||
549 | |||
550 | public abstract void SetAngularDamping2(BulletBody obj, float ang_damping); | ||
551 | |||
552 | public abstract float GetLinearDamping2(BulletBody obj); | ||
553 | |||
554 | public abstract float GetAngularDamping2(BulletBody obj); | ||
555 | |||
556 | public abstract float GetLinearSleepingThreshold2(BulletBody obj); | ||
557 | |||
558 | |||
559 | public abstract void ApplyDamping2(BulletBody obj, float timeStep); | ||
560 | |||
561 | public abstract void SetMassProps2(BulletBody obj, float mass, Vector3 inertia); | ||
562 | |||
563 | public abstract Vector3 GetLinearFactor2(BulletBody obj); | ||
564 | |||
565 | public abstract void SetLinearFactor2(BulletBody obj, Vector3 factor); | ||
566 | |||
567 | /* | ||
568 | public abstract void SetCenterOfMassTransform2(BulletBody obj, Transform trans); | ||
569 | */ | ||
570 | |||
571 | public abstract void SetCenterOfMassByPosRot2(BulletBody obj, Vector3 pos, Quaternion rot); | ||
572 | |||
573 | // Add a force to the object as if its mass is one. | ||
574 | public abstract void ApplyCentralForce2(BulletBody obj, Vector3 force); | ||
575 | |||
576 | // Set the force being applied to the object as if its mass is one. | ||
577 | public abstract void SetObjectForce2(BulletBody obj, Vector3 force); | ||
578 | |||
579 | public abstract Vector3 GetTotalForce2(BulletBody obj); | ||
580 | |||
581 | public abstract Vector3 GetTotalTorque2(BulletBody obj); | ||
582 | |||
583 | public abstract Vector3 GetInvInertiaDiagLocal2(BulletBody obj); | ||
584 | |||
585 | public abstract void SetInvInertiaDiagLocal2(BulletBody obj, Vector3 inert); | ||
586 | |||
587 | public abstract void SetSleepingThresholds2(BulletBody obj, float lin_threshold, float ang_threshold); | ||
588 | |||
589 | public abstract void ApplyTorque2(BulletBody obj, Vector3 torque); | ||
590 | |||
591 | // Apply force at the given point. Will add torque to the object. | ||
592 | public abstract void ApplyForce2(BulletBody obj, Vector3 force, Vector3 pos); | ||
593 | |||
594 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | ||
595 | public abstract void ApplyCentralImpulse2(BulletBody obj, Vector3 imp); | ||
596 | |||
597 | // Apply impulse to the object's torque. Force is scaled by object's mass. | ||
598 | public abstract void ApplyTorqueImpulse2(BulletBody obj, Vector3 imp); | ||
599 | |||
600 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | ||
601 | public abstract void ApplyImpulse2(BulletBody obj, Vector3 imp, Vector3 pos); | ||
602 | |||
603 | public abstract void ClearForces2(BulletBody obj); | ||
604 | |||
605 | public abstract void ClearAllForces2(BulletBody obj); | ||
606 | |||
607 | public abstract void UpdateInertiaTensor2(BulletBody obj); | ||
608 | |||
609 | |||
610 | /* | ||
611 | public abstract Transform GetCenterOfMassTransform2(BulletBody obj); | ||
612 | */ | ||
613 | |||
614 | public abstract Vector3 GetLinearVelocity2(BulletBody obj); | ||
615 | |||
616 | public abstract Vector3 GetAngularVelocity2(BulletBody obj); | ||
617 | |||
618 | public abstract void SetLinearVelocity2(BulletBody obj, Vector3 val); | ||
619 | |||
620 | public abstract void SetAngularVelocity2(BulletBody obj, Vector3 angularVelocity); | ||
621 | |||
622 | public abstract Vector3 GetVelocityInLocalPoint2(BulletBody obj, Vector3 pos); | ||
623 | |||
624 | public abstract void Translate2(BulletBody obj, Vector3 trans); | ||
625 | |||
626 | public abstract void UpdateDeactivation2(BulletBody obj, float timeStep); | ||
627 | |||
628 | public abstract bool WantsSleeping2(BulletBody obj); | ||
629 | |||
630 | public abstract void SetAngularFactor2(BulletBody obj, float factor); | ||
631 | |||
632 | public abstract void SetAngularFactorV2(BulletBody obj, Vector3 factor); | ||
633 | |||
634 | public abstract Vector3 GetAngularFactor2(BulletBody obj); | ||
635 | |||
636 | public abstract bool IsInWorld2(BulletBody obj); | ||
637 | |||
638 | public abstract void AddConstraintRef2(BulletBody obj, BulletConstraint constrain); | ||
639 | |||
640 | public abstract void RemoveConstraintRef2(BulletBody obj, BulletConstraint constrain); | ||
641 | |||
642 | public abstract BulletConstraint GetConstraintRef2(BulletBody obj, int index); | ||
643 | |||
644 | public abstract int GetNumConstraintRefs2(BulletBody obj); | ||
645 | |||
646 | public abstract bool SetCollisionGroupMask2(BulletBody body, uint filter, uint mask); | ||
647 | |||
648 | // ===================================================================================== | ||
649 | // btCollisionShape entries | ||
650 | |||
651 | public abstract float GetAngularMotionDisc2(BulletShape shape); | ||
652 | |||
653 | public abstract float GetContactBreakingThreshold2(BulletShape shape, float defaultFactor); | ||
654 | |||
655 | public abstract bool IsPolyhedral2(BulletShape shape); | ||
656 | |||
657 | public abstract bool IsConvex2d2(BulletShape shape); | ||
658 | |||
659 | public abstract bool IsConvex2(BulletShape shape); | ||
660 | |||
661 | public abstract bool IsNonMoving2(BulletShape shape); | ||
662 | |||
663 | public abstract bool IsConcave2(BulletShape shape); | ||
664 | |||
665 | public abstract bool IsCompound2(BulletShape shape); | ||
666 | |||
667 | public abstract bool IsSoftBody2(BulletShape shape); | ||
668 | |||
669 | public abstract bool IsInfinite2(BulletShape shape); | ||
670 | |||
671 | public abstract void SetLocalScaling2(BulletShape shape, Vector3 scale); | ||
672 | |||
673 | public abstract Vector3 GetLocalScaling2(BulletShape shape); | ||
674 | |||
675 | public abstract Vector3 CalculateLocalInertia2(BulletShape shape, float mass); | ||
676 | |||
677 | public abstract int GetShapeType2(BulletShape shape); | ||
678 | |||
679 | public abstract void SetMargin2(BulletShape shape, float val); | ||
680 | |||
681 | public abstract float GetMargin2(BulletShape shape); | ||
682 | |||
683 | }; | ||
684 | |||
685 | // =============================================================================== | ||
686 | static class BulletSimAPI { | ||
687 | // =============================================================================== | ||
688 | // Link back to the managed code for outputting log messages | ||
689 | [UnmanagedFunctionPointer(CallingConvention.Cdecl)] | ||
690 | public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg); | ||
691 | |||
692 | // =============================================================================== | ||
693 | // Initialization and simulation | ||
694 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
695 | public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms, | ||
696 | int maxCollisions, IntPtr collisionArray, | ||
697 | int maxUpdates, IntPtr updateArray, | ||
698 | DebugLogCallback logRoutine); | ||
699 | |||
700 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
701 | public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value); | ||
702 | |||
703 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
704 | public static extern void SetHeightMap2(IntPtr world, float[] heightmap); | ||
705 | |||
706 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
707 | public static extern void Shutdown2(IntPtr sim); | ||
708 | |||
709 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
710 | public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep, | ||
711 | out int updatedEntityCount, | ||
712 | out IntPtr updatedEntitiesPtr, | ||
713 | out int collidersCount, | ||
714 | out IntPtr collidersPtr); | ||
715 | |||
716 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
717 | public static extern bool PushUpdate2(IntPtr obj); | ||
718 | |||
719 | // ===================================================================================== | ||
720 | // Mesh, hull, shape and body creation helper routines | ||
721 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
722 | public static extern IntPtr CreateMeshShape2(IntPtr world, | ||
723 | int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices, | ||
724 | int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices ); | ||
725 | |||
726 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
727 | public static extern IntPtr CreateHullShape2(IntPtr world, | ||
728 | int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls); | ||
729 | |||
730 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
731 | public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape); | ||
732 | |||
733 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
734 | public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData); | ||
735 | |||
736 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
737 | public static extern bool IsNativeShape2(IntPtr shape); | ||
738 | |||
739 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
740 | public static extern void SetShapeCollisionMargin(IntPtr shape, float margin); | ||
741 | |||
742 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
743 | public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale); | ||
744 | |||
745 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
746 | public static extern IntPtr CreateCompoundShape2(IntPtr sim, bool enableDynamicAabbTree); | ||
747 | |||
748 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
749 | public static extern int GetNumberOfCompoundChildren2(IntPtr cShape); | ||
750 | |||
751 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
752 | public static extern void AddChildShapeToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot); | ||
753 | |||
754 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
755 | public static extern IntPtr GetChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx); | ||
756 | |||
757 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
758 | public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx); | ||
759 | |||
760 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
761 | public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape); | ||
762 | |||
763 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
764 | public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape); | ||
765 | |||
766 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
767 | public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id); | ||
768 | |||
769 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
770 | public static extern IntPtr CreateBodyFromShapeAndInfo2(IntPtr sim, IntPtr shape, uint id, IntPtr constructionInfo); | ||
771 | |||
772 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
773 | public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape); | ||
774 | |||
775 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
776 | public static extern int GetBodyType2(IntPtr obj); | ||
777 | |||
778 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
779 | public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot); | ||
780 | |||
781 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
782 | public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, uint id, Vector3 pos, Quaternion rot); | ||
783 | |||
784 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
785 | public static extern IntPtr CreateGhostFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot); | ||
786 | |||
787 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
788 | public static extern IntPtr AllocateBodyInfo2(IntPtr obj); | ||
789 | |||
790 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
791 | public static extern void ReleaseBodyInfo2(IntPtr obj); | ||
792 | |||
793 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
794 | public static extern void DestroyObject2(IntPtr sim, IntPtr obj); | ||
795 | |||
796 | // ===================================================================================== | ||
797 | // Terrain creation and helper routines | ||
798 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
799 | public static extern IntPtr CreateHeightMapInfo2(IntPtr sim, uint id, Vector3 minCoords, Vector3 maxCoords, | ||
800 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
801 | |||
802 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
803 | public static extern IntPtr FillHeightMapInfo2(IntPtr sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords, | ||
804 | [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin); | ||
805 | |||
806 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
807 | public static extern bool ReleaseHeightMapInfo2(IntPtr heightMapInfo); | ||
808 | |||
809 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
810 | public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin); | ||
811 | |||
812 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
813 | public static extern IntPtr CreateTerrainShape2(IntPtr mapInfo); | ||
814 | |||
815 | // ===================================================================================== | ||
816 | // Constraint creation and helper routines | ||
817 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
818 | public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
819 | Vector3 frame1loc, Quaternion frame1rot, | ||
820 | Vector3 frame2loc, Quaternion frame2rot, | ||
821 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
822 | |||
823 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
824 | public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
825 | Vector3 joinPoint, | ||
826 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
827 | |||
828 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
829 | public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2, | ||
830 | Vector3 pivotinA, Vector3 pivotinB, | ||
831 | Vector3 axisInA, Vector3 axisInB, | ||
832 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies); | ||
833 | |||
834 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
835 | public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse); | ||
836 | |||
837 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
838 | public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations); | ||
839 | |||
840 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
841 | public static extern bool SetFrames2(IntPtr constrain, | ||
842 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot); | ||
843 | |||
844 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
845 | public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi); | ||
846 | |||
847 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
848 | public static extern bool SetAngularLimits2(IntPtr constrain, Vector3 low, Vector3 hi); | ||
849 | |||
850 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
851 | public static extern bool UseFrameOffset2(IntPtr constrain, float enable); | ||
852 | |||
853 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
854 | public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce); | ||
855 | |||
856 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
857 | public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold); | ||
858 | |||
859 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
860 | public static extern bool CalculateTransforms2(IntPtr constrain); | ||
861 | |||
862 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
863 | public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis); | ||
864 | |||
865 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
866 | public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain); | ||
867 | |||
868 | // ===================================================================================== | ||
869 | // btCollisionWorld entries | ||
870 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
871 | public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj); | ||
872 | |||
873 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
874 | public static extern void UpdateAabbs2(IntPtr world); | ||
875 | |||
876 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
877 | public static extern bool GetForceUpdateAllAabbs2(IntPtr world); | ||
878 | |||
879 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
880 | public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force); | ||
881 | |||
882 | // ===================================================================================== | ||
883 | // btDynamicsWorld entries | ||
884 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
885 | public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj); | ||
886 | |||
887 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
888 | public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj); | ||
889 | |||
890 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
891 | public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects); | ||
892 | |||
893 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
894 | public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain); | ||
895 | // ===================================================================================== | ||
896 | // btCollisionObject entries | ||
897 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
898 | public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain); | ||
899 | |||
900 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
901 | public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict); | ||
902 | |||
903 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
904 | public static extern bool HasAnisotripicFriction2(IntPtr constrain); | ||
905 | |||
906 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
907 | public static extern void SetContactProcessingThreshold2(IntPtr obj, float val); | ||
908 | |||
909 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
910 | public static extern float GetContactProcessingThreshold2(IntPtr obj); | ||
911 | |||
912 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
913 | public static extern bool IsStaticObject2(IntPtr obj); | ||
914 | |||
915 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
916 | public static extern bool IsKinematicObject2(IntPtr obj); | ||
917 | |||
918 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
919 | public static extern bool IsStaticOrKinematicObject2(IntPtr obj); | ||
920 | |||
921 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
922 | public static extern bool HasContactResponse2(IntPtr obj); | ||
923 | |||
924 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
925 | public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape); | ||
926 | |||
927 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
928 | public static extern IntPtr GetCollisionShape2(IntPtr obj); | ||
929 | |||
930 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
931 | public static extern int GetActivationState2(IntPtr obj); | ||
932 | |||
933 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
934 | public static extern void SetActivationState2(IntPtr obj, int state); | ||
935 | |||
936 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
937 | public static extern void SetDeactivationTime2(IntPtr obj, float dtime); | ||
938 | |||
939 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
940 | public static extern float GetDeactivationTime2(IntPtr obj); | ||
941 | |||
942 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
943 | public static extern void ForceActivationState2(IntPtr obj, ActivationState state); | ||
944 | |||
945 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
946 | public static extern void Activate2(IntPtr obj, bool forceActivation); | ||
947 | |||
948 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
949 | public static extern bool IsActive2(IntPtr obj); | ||
950 | |||
951 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
952 | public static extern void SetRestitution2(IntPtr obj, float val); | ||
953 | |||
954 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
955 | public static extern float GetRestitution2(IntPtr obj); | ||
956 | |||
957 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
958 | public static extern void SetFriction2(IntPtr obj, float val); | ||
959 | |||
960 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
961 | public static extern float GetFriction2(IntPtr obj); | ||
962 | |||
963 | /* Haven't defined the type 'Transform' | ||
964 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
965 | public static extern Transform GetWorldTransform2(IntPtr obj); | ||
966 | |||
967 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
968 | public static extern void setWorldTransform2(IntPtr obj, Transform trans); | ||
969 | */ | ||
970 | |||
971 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
972 | public static extern Vector3 GetPosition2(IntPtr obj); | ||
973 | |||
974 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
975 | public static extern Quaternion GetOrientation2(IntPtr obj); | ||
976 | |||
977 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
978 | public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation); | ||
979 | |||
980 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
981 | public static extern IntPtr GetBroadphaseHandle2(IntPtr obj); | ||
982 | |||
983 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
984 | public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle); | ||
985 | |||
986 | /* | ||
987 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
988 | public static extern Transform GetInterpolationWorldTransform2(IntPtr obj); | ||
989 | |||
990 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
991 | public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans); | ||
992 | */ | ||
993 | |||
994 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
995 | public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel); | ||
996 | |||
997 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
998 | public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel); | ||
999 | |||
1000 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1001 | public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel); | ||
1002 | |||
1003 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1004 | public static extern float GetHitFraction2(IntPtr obj); | ||
1005 | |||
1006 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1007 | public static extern void SetHitFraction2(IntPtr obj, float val); | ||
1008 | |||
1009 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1010 | public static extern CollisionFlags GetCollisionFlags2(IntPtr obj); | ||
1011 | |||
1012 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1013 | public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags); | ||
1014 | |||
1015 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1016 | public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags); | ||
1017 | |||
1018 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1019 | public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags); | ||
1020 | |||
1021 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1022 | public static extern float GetCcdMotionThreshold2(IntPtr obj); | ||
1023 | |||
1024 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1025 | public static extern void SetCcdMotionThreshold2(IntPtr obj, float val); | ||
1026 | |||
1027 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1028 | public static extern float GetCcdSweptSphereRadius2(IntPtr obj); | ||
1029 | |||
1030 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1031 | public static extern void SetCcdSweptSphereRadius2(IntPtr obj, float val); | ||
1032 | |||
1033 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1034 | public static extern IntPtr GetUserPointer2(IntPtr obj); | ||
1035 | |||
1036 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1037 | public static extern void SetUserPointer2(IntPtr obj, IntPtr val); | ||
1038 | |||
1039 | // ===================================================================================== | ||
1040 | // btRigidBody entries | ||
1041 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1042 | public static extern void ApplyGravity2(IntPtr obj); | ||
1043 | |||
1044 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1045 | public static extern void SetGravity2(IntPtr obj, Vector3 val); | ||
1046 | |||
1047 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1048 | public static extern Vector3 GetGravity2(IntPtr obj); | ||
1049 | |||
1050 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1051 | public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping); | ||
1052 | |||
1053 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1054 | public static extern void SetLinearDamping2(IntPtr obj, float lin_damping); | ||
1055 | |||
1056 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1057 | public static extern void SetAngularDamping2(IntPtr obj, float ang_damping); | ||
1058 | |||
1059 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1060 | public static extern float GetLinearDamping2(IntPtr obj); | ||
1061 | |||
1062 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1063 | public static extern float GetAngularDamping2(IntPtr obj); | ||
1064 | |||
1065 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1066 | public static extern float GetLinearSleepingThreshold2(IntPtr obj); | ||
1067 | |||
1068 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1069 | public static extern float GetAngularSleepingThreshold2(IntPtr obj); | ||
1070 | |||
1071 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1072 | public static extern void ApplyDamping2(IntPtr obj, float timeStep); | ||
1073 | |||
1074 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1075 | public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia); | ||
1076 | |||
1077 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1078 | public static extern Vector3 GetLinearFactor2(IntPtr obj); | ||
1079 | |||
1080 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1081 | public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor); | ||
1082 | |||
1083 | /* | ||
1084 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1085 | public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans); | ||
1086 | */ | ||
1087 | |||
1088 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1089 | public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot); | ||
1090 | |||
1091 | // Add a force to the object as if its mass is one. | ||
1092 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1093 | public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force); | ||
1094 | |||
1095 | // Set the force being applied to the object as if its mass is one. | ||
1096 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1097 | public static extern void SetObjectForce2(IntPtr obj, Vector3 force); | ||
1098 | |||
1099 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1100 | public static extern Vector3 GetTotalForce2(IntPtr obj); | ||
1101 | |||
1102 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1103 | public static extern Vector3 GetTotalTorque2(IntPtr obj); | ||
1104 | |||
1105 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1106 | public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj); | ||
1107 | |||
1108 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1109 | public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert); | ||
1110 | |||
1111 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1112 | public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold); | ||
1113 | |||
1114 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1115 | public static extern void ApplyTorque2(IntPtr obj, Vector3 torque); | ||
1116 | |||
1117 | // Apply force at the given point. Will add torque to the object. | ||
1118 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1119 | public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos); | ||
1120 | |||
1121 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | ||
1122 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1123 | public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp); | ||
1124 | |||
1125 | // Apply impulse to the object's torque. Force is scaled by object's mass. | ||
1126 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1127 | public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp); | ||
1128 | |||
1129 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | ||
1130 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1131 | public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos); | ||
1132 | |||
1133 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1134 | public static extern void ClearForces2(IntPtr obj); | ||
1135 | |||
1136 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1137 | public static extern void ClearAllForces2(IntPtr obj); | ||
1138 | |||
1139 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1140 | public static extern void UpdateInertiaTensor2(IntPtr obj); | ||
1141 | |||
1142 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1143 | public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj); | ||
1144 | |||
1145 | /* | ||
1146 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1147 | public static extern Transform GetCenterOfMassTransform2(IntPtr obj); | ||
1148 | */ | ||
1149 | |||
1150 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1151 | public static extern Vector3 GetLinearVelocity2(IntPtr obj); | ||
1152 | |||
1153 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1154 | public static extern Vector3 GetAngularVelocity2(IntPtr obj); | ||
1155 | |||
1156 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1157 | public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val); | ||
1158 | |||
1159 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1160 | public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity); | ||
1161 | |||
1162 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1163 | public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos); | ||
1164 | |||
1165 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1166 | public static extern void Translate2(IntPtr obj, Vector3 trans); | ||
1167 | |||
1168 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1169 | public static extern void UpdateDeactivation2(IntPtr obj, float timeStep); | ||
1170 | |||
1171 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1172 | public static extern bool WantsSleeping2(IntPtr obj); | ||
1173 | |||
1174 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1175 | public static extern void SetAngularFactor2(IntPtr obj, float factor); | ||
1176 | |||
1177 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1178 | public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor); | ||
1179 | |||
1180 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1181 | public static extern Vector3 GetAngularFactor2(IntPtr obj); | ||
1182 | |||
1183 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1184 | public static extern bool IsInWorld2(IntPtr obj); | ||
1185 | |||
1186 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1187 | public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain); | ||
1188 | |||
1189 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1190 | public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain); | ||
1191 | |||
1192 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1193 | public static extern IntPtr GetConstraintRef2(IntPtr obj, int index); | ||
1194 | |||
1195 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1196 | public static extern int GetNumConstraintRefs2(IntPtr obj); | ||
1197 | |||
1198 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1199 | public static extern bool SetCollisionGroupMask2(IntPtr body, uint filter, uint mask); | ||
1200 | |||
1201 | // ===================================================================================== | ||
1202 | // btCollisionShape entries | ||
1203 | |||
1204 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1205 | public static extern float GetAngularMotionDisc2(IntPtr shape); | ||
1206 | |||
1207 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1208 | public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor); | ||
1209 | |||
1210 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1211 | public static extern bool IsPolyhedral2(IntPtr shape); | ||
1212 | |||
1213 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1214 | public static extern bool IsConvex2d2(IntPtr shape); | ||
1215 | |||
1216 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1217 | public static extern bool IsConvex2(IntPtr shape); | ||
1218 | |||
1219 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1220 | public static extern bool IsNonMoving2(IntPtr shape); | ||
1221 | |||
1222 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1223 | public static extern bool IsConcave2(IntPtr shape); | ||
1224 | |||
1225 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1226 | public static extern bool IsCompound2(IntPtr shape); | ||
1227 | |||
1228 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1229 | public static extern bool IsSoftBody2(IntPtr shape); | ||
1230 | |||
1231 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1232 | public static extern bool IsInfinite2(IntPtr shape); | ||
1233 | |||
1234 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1235 | public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale); | ||
1236 | |||
1237 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1238 | public static extern Vector3 GetLocalScaling2(IntPtr shape); | ||
1239 | |||
1240 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1241 | public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass); | ||
1242 | |||
1243 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1244 | public static extern int GetShapeType2(IntPtr shape); | ||
1245 | |||
1246 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1247 | public static extern void SetMargin2(IntPtr shape, float val); | ||
1248 | |||
1249 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1250 | public static extern float GetMargin2(IntPtr shape); | ||
1251 | |||
1252 | // ===================================================================================== | ||
1253 | // Debugging | ||
1254 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1255 | public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject); | ||
1256 | |||
1257 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1258 | public static extern void DumpCollisionShape2(IntPtr sim, IntPtr collisionShape); | ||
1259 | |||
1260 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1261 | public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo); | ||
1262 | |||
1263 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1264 | public static extern void DumpConstraint2(IntPtr sim, IntPtr constrain); | ||
1265 | |||
1266 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1267 | public static extern void DumpActivationInfo2(IntPtr sim); | ||
1268 | |||
1269 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1270 | public static extern void DumpAllInfo2(IntPtr sim); | ||
1271 | |||
1272 | [DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity] | ||
1273 | public static extern void DumpPhysicsStatistics2(IntPtr sim); | ||
1274 | |||
1275 | } | ||
1276 | } | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs index 5ad6746..662dd68 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs | |||
@@ -33,62 +33,66 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
33 | { | 33 | { |
34 | // Classes to allow some type checking for the API | 34 | // Classes to allow some type checking for the API |
35 | // These hold pointers to allocated objects in the unmanaged space. | 35 | // These hold pointers to allocated objects in the unmanaged space. |
36 | // These classes are subclassed by the various physical implementations of | ||
37 | // objects. In particular, there is a version for physical instances in | ||
38 | // unmanaged memory ("unman") and one for in managed memory ("XNA"). | ||
36 | 39 | ||
37 | // The physics engine controller class created at initialization | 40 | // Currently, the instances of these classes are a reference to a |
38 | public struct BulletWorld | 41 | // physical representation and this has no releationship to other |
42 | // instances. Someday, refarb the usage of these classes so each instance | ||
43 | // refers to a particular physical instance and this class controls reference | ||
44 | // counts and such. This should be done along with adding BSShapes. | ||
45 | |||
46 | public class BulletWorld | ||
39 | { | 47 | { |
40 | public BulletWorld(uint worldId, BSScene bss, IntPtr xx) | 48 | public BulletWorld(uint worldId, BSScene bss) |
41 | { | 49 | { |
42 | ptr = xx; | ||
43 | worldID = worldId; | 50 | worldID = worldId; |
44 | physicsScene = bss; | 51 | physicsScene = bss; |
45 | } | 52 | } |
46 | public IntPtr ptr; | ||
47 | public uint worldID; | 53 | public uint worldID; |
48 | // The scene is only in here so very low level routines have a handle to print debug/error messages | 54 | // The scene is only in here so very low level routines have a handle to print debug/error messages |
49 | public BSScene physicsScene; | 55 | public BSScene physicsScene; |
50 | } | 56 | } |
51 | 57 | ||
52 | // An allocated Bullet btRigidBody | 58 | // An allocated Bullet btRigidBody |
53 | public struct BulletBody | 59 | public class BulletBody |
54 | { | 60 | { |
55 | public BulletBody(uint id) : this(id, IntPtr.Zero) | 61 | public BulletBody(uint id) |
56 | { | ||
57 | } | ||
58 | public BulletBody(uint id, IntPtr xx) | ||
59 | { | 62 | { |
60 | ID = id; | 63 | ID = id; |
61 | ptr = xx; | ||
62 | collisionType = CollisionType.Static; | 64 | collisionType = CollisionType.Static; |
63 | } | 65 | } |
64 | public IntPtr ptr; | ||
65 | public uint ID; | 66 | public uint ID; |
66 | public CollisionType collisionType; | 67 | public CollisionType collisionType; |
67 | 68 | ||
68 | public void Clear() | 69 | public virtual void Clear() { } |
69 | { | 70 | public virtual bool HasPhysicalBody { get { return false; } } |
70 | ptr = IntPtr.Zero; | ||
71 | } | ||
72 | public bool HasPhysicalBody { get { return ptr != IntPtr.Zero; } } | ||
73 | 71 | ||
74 | // Apply the specificed collision mask into the physical world | 72 | // Apply the specificed collision mask into the physical world |
75 | public bool ApplyCollisionMask() | 73 | public virtual bool ApplyCollisionMask(BSScene physicsScene) |
76 | { | 74 | { |
77 | // Should assert the body has been added to the physical world. | 75 | // Should assert the body has been added to the physical world. |
78 | // (The collision masks are stored in the collision proxy cache which only exists for | 76 | // (The collision masks are stored in the collision proxy cache which only exists for |
79 | // a collision body that is in the world.) | 77 | // a collision body that is in the world.) |
80 | return BulletSimAPI.SetCollisionGroupMask2(ptr, | 78 | return physicsScene.PE.SetCollisionGroupMask(this, |
81 | BulletSimData.CollisionTypeMasks[collisionType].group, | 79 | BulletSimData.CollisionTypeMasks[collisionType].group, |
82 | BulletSimData.CollisionTypeMasks[collisionType].mask); | 80 | BulletSimData.CollisionTypeMasks[collisionType].mask); |
83 | } | 81 | } |
84 | 82 | ||
83 | // Used for log messages for a unique display of the memory/object allocated to this instance | ||
84 | public virtual string AddrString | ||
85 | { | ||
86 | get { return "unknown"; } | ||
87 | } | ||
88 | |||
85 | public override string ToString() | 89 | public override string ToString() |
86 | { | 90 | { |
87 | StringBuilder buff = new StringBuilder(); | 91 | StringBuilder buff = new StringBuilder(); |
88 | buff.Append("<id="); | 92 | buff.Append("<id="); |
89 | buff.Append(ID.ToString()); | 93 | buff.Append(ID.ToString()); |
90 | buff.Append(",p="); | 94 | buff.Append(",p="); |
91 | buff.Append(ptr.ToString("X")); | 95 | buff.Append(AddrString); |
92 | buff.Append(",c="); | 96 | buff.Append(",c="); |
93 | buff.Append(collisionType); | 97 | buff.Append(collisionType); |
94 | buff.Append(">"); | 98 | buff.Append(">"); |
@@ -96,34 +100,36 @@ public struct BulletBody | |||
96 | } | 100 | } |
97 | } | 101 | } |
98 | 102 | ||
99 | public struct BulletShape | 103 | public class BulletShape |
100 | { | 104 | { |
101 | public BulletShape(IntPtr xx) : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN) | 105 | public BulletShape() |
102 | { | 106 | { |
103 | } | 107 | type = BSPhysicsShapeType.SHAPE_UNKNOWN; |
104 | public BulletShape(IntPtr xx, BSPhysicsShapeType typ) | ||
105 | { | ||
106 | ptr = xx; | ||
107 | type = typ; | ||
108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; | 108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; |
109 | isNativeShape = false; | 109 | isNativeShape = false; |
110 | } | 110 | } |
111 | public IntPtr ptr; | ||
112 | public BSPhysicsShapeType type; | 111 | public BSPhysicsShapeType type; |
113 | public System.UInt64 shapeKey; | 112 | public System.UInt64 shapeKey; |
114 | public bool isNativeShape; | 113 | public bool isNativeShape; |
115 | 114 | ||
116 | public void Clear() | 115 | public virtual void Clear() { } |
116 | public virtual bool HasPhysicalShape { get { return false; } } | ||
117 | // Make another reference to this physical object. | ||
118 | public virtual BulletShape Clone() { return new BulletShape(); } | ||
119 | // Return 'true' if this and other refer to the same physical object | ||
120 | public virtual bool ReferenceSame(BulletShape xx) { return false; } | ||
121 | |||
122 | // Used for log messages for a unique display of the memory/object allocated to this instance | ||
123 | public virtual string AddrString | ||
117 | { | 124 | { |
118 | ptr = IntPtr.Zero; | 125 | get { return "unknown"; } |
119 | } | 126 | } |
120 | public bool HasPhysicalShape { get { return ptr != IntPtr.Zero; } } | ||
121 | 127 | ||
122 | public override string ToString() | 128 | public override string ToString() |
123 | { | 129 | { |
124 | StringBuilder buff = new StringBuilder(); | 130 | StringBuilder buff = new StringBuilder(); |
125 | buff.Append("<p="); | 131 | buff.Append("<p="); |
126 | buff.Append(ptr.ToString("X")); | 132 | buff.Append(AddrString); |
127 | buff.Append(",s="); | 133 | buff.Append(",s="); |
128 | buff.Append(type.ToString()); | 134 | buff.Append(type.ToString()); |
129 | buff.Append(",k="); | 135 | buff.Append(",k="); |
@@ -136,30 +142,29 @@ public struct BulletShape | |||
136 | } | 142 | } |
137 | 143 | ||
138 | // An allocated Bullet btConstraint | 144 | // An allocated Bullet btConstraint |
139 | public struct BulletConstraint | 145 | public class BulletConstraint |
140 | { | 146 | { |
141 | public BulletConstraint(IntPtr xx) | 147 | public BulletConstraint() |
142 | { | 148 | { |
143 | ptr = xx; | ||
144 | } | 149 | } |
145 | public IntPtr ptr; | 150 | public virtual void Clear() { } |
151 | public virtual bool HasPhysicalConstraint { get { return false; } } | ||
146 | 152 | ||
147 | public void Clear() | 153 | // Used for log messages for a unique display of the memory/object allocated to this instance |
154 | public virtual string AddrString | ||
148 | { | 155 | { |
149 | ptr = IntPtr.Zero; | 156 | get { return "unknown"; } |
150 | } | 157 | } |
151 | public bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } } | ||
152 | } | 158 | } |
153 | 159 | ||
154 | // An allocated HeightMapThing which holds various heightmap info. | 160 | // An allocated HeightMapThing which holds various heightmap info. |
155 | // Made a class rather than a struct so there would be only one | 161 | // Made a class rather than a struct so there would be only one |
156 | // instance of this and C# will pass around pointers rather | 162 | // instance of this and C# will pass around pointers rather |
157 | // than making copies. | 163 | // than making copies. |
158 | public class BulletHeightMapInfo | 164 | public class BulletHMapInfo |
159 | { | 165 | { |
160 | public BulletHeightMapInfo(uint id, float[] hm, IntPtr xx) { | 166 | public BulletHMapInfo(uint id, float[] hm) { |
161 | ID = id; | 167 | ID = id; |
162 | Ptr = xx; | ||
163 | heightMap = hm; | 168 | heightMap = hm; |
164 | terrainRegionBase = OMV.Vector3.Zero; | 169 | terrainRegionBase = OMV.Vector3.Zero; |
165 | minCoords = new OMV.Vector3(100f, 100f, 25f); | 170 | minCoords = new OMV.Vector3(100f, 100f, 25f); |
@@ -168,7 +173,6 @@ public class BulletHeightMapInfo | |||
168 | sizeX = sizeY = 256f; | 173 | sizeX = sizeY = 256f; |
169 | } | 174 | } |
170 | public uint ID; | 175 | public uint ID; |
171 | public IntPtr Ptr; | ||
172 | public float[] heightMap; | 176 | public float[] heightMap; |
173 | public OMV.Vector3 terrainRegionBase; | 177 | public OMV.Vector3 terrainRegionBase; |
174 | public OMV.Vector3 minCoords; | 178 | public OMV.Vector3 minCoords; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index f805836..a8a4ff5 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt | |||
@@ -31,6 +31,7 @@ CRASHES | |||
31 | 31 | ||
32 | VEHICLES TODO LIST: | 32 | VEHICLES TODO LIST: |
33 | ================================================= | 33 | ================================================= |
34 | Angular motor direction is global coordinates rather than local coordinates | ||
34 | Border crossing with linked vehicle causes crash | 35 | Border crossing with linked vehicle causes crash |
35 | Vehicles (Move smoothly) | 36 | Vehicles (Move smoothly) |
36 | Add vehicle collisions so IsColliding is properly reported. | 37 | Add vehicle collisions so IsColliding is properly reported. |
@@ -60,7 +61,8 @@ Incorporate inter-relationship of angular corrections. For instance, angularDefl | |||
60 | 61 | ||
61 | BULLETSIM TODO LIST: | 62 | BULLETSIM TODO LIST: |
62 | ================================================= | 63 | ================================================= |
63 | Avatar density is WAY off. Compare and calibrate with what's in SL. | 64 | Implement an avatar mesh shape. The Bullet capsule is way too limited. |
65 | Consider just hand creating a vertex/index array in a new BSShapeAvatar. | ||
64 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. | 66 | Revisit CollisionMargin. Builders notice the 0.04 spacing between prims. |
65 | Duplicating a physical prim causes old prim to jump away | 67 | Duplicating a physical prim causes old prim to jump away |
66 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. | 68 | Dup a phys prim and the original become unselected and thus interacts w/ selected prim. |
@@ -78,7 +80,7 @@ Small physical objects do not interact correctly | |||
78 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. | 80 | Create chain of .5x.5x.1 torui and make all but top physical so to hang. |
79 | The chain will fall apart and pairs will dance around on ground | 81 | The chain will fall apart and pairs will dance around on ground |
80 | Chains of 1x1x.2 will stay connected but will dance. | 82 | Chains of 1x1x.2 will stay connected but will dance. |
81 | Chains above 2x2x.4 are move stable and get stablier as torui get larger. | 83 | Chains above 2x2x.4 are more stable and get stablier as torui get larger. |
82 | Add PID motor for avatar movement (slow to stop, ...) | 84 | Add PID motor for avatar movement (slow to stop, ...) |
83 | setForce should set a constant force. Different than AddImpulse. | 85 | setForce should set a constant force. Different than AddImpulse. |
84 | Implement raycast. | 86 | Implement raycast. |
@@ -97,9 +99,16 @@ Selecting and deselecting physical objects causes CPU processing time to jump | |||
97 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. | 99 | Re-implement buoyancy as a separate force on the object rather than diddling gravity. |
98 | Register a pre-step event to add the force. | 100 | Register a pre-step event to add the force. |
99 | More efficient memory usage when passing hull information from BSPrim to BulletSim | 101 | More efficient memory usage when passing hull information from BSPrim to BulletSim |
102 | Avatar movement motor check for zero or small movement. Somehow suppress small movements | ||
103 | when avatar has stopped and is just standing. Simple test for near zero has | ||
104 | the problem of preventing starting up (increase from zero) especially when falling. | ||
105 | Physical and phantom will drop through the terrain | ||
106 | |||
100 | 107 | ||
101 | LINKSETS | 108 | LINKSETS |
102 | ====================================================== | 109 | ====================================================== |
110 | Offset the center of the linkset to be the geometric center of all the prims | ||
111 | Not quite the same as the center-of-gravity | ||
103 | Linksets should allow collisions to individual children | 112 | Linksets should allow collisions to individual children |
104 | Add LocalID to children shapes in LinksetCompound and create events for individuals | 113 | Add LocalID to children shapes in LinksetCompound and create events for individuals |
105 | LinksetCompound: when one of the children changes orientation (like tires | 114 | LinksetCompound: when one of the children changes orientation (like tires |
@@ -162,6 +171,9 @@ Avatar attachments have no mass? http://forums-archive.secondlife.com/54/f0/3179 | |||
162 | 171 | ||
163 | INTERNAL IMPROVEMENT/CLEANUP | 172 | INTERNAL IMPROVEMENT/CLEANUP |
164 | ================================================= | 173 | ================================================= |
174 | Create the physical wrapper classes (BulletBody, BulletShape) by methods on | ||
175 | BSAPITemplate and make their actual implementation Bullet engine specific. | ||
176 | For the short term, just call the existing functions in ShapeCollection. | ||
165 | Consider moving prim/character body and shape destruction in destroy() | 177 | Consider moving prim/character body and shape destruction in destroy() |
166 | to postTimeTime rather than protecting all the potential sets that | 178 | to postTimeTime rather than protecting all the potential sets that |
167 | might have been queued up. | 179 | might have been queued up. |
@@ -195,6 +207,9 @@ Should taints check for existance or activeness of target? | |||
195 | keeps the object from being freed, but that is just an accident. | 207 | keeps the object from being freed, but that is just an accident. |
196 | Possibly have and 'active' flag that is checked by the taint processor? | 208 | Possibly have and 'active' flag that is checked by the taint processor? |
197 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) | 209 | Parameters for physics logging should be moved from BSScene to BSParam (at least boolean ones) |
210 | Can some of the physical wrapper classes (BulletBody, BulletWorld, BulletShape) be 'sealed'? | ||
211 | There are TOO MANY interfaces from BulletSim core to Bullet itself | ||
212 | Think of something to eliminate one or more of the layers | ||
198 | 213 | ||
199 | THREADING | 214 | THREADING |
200 | ================================================= | 215 | ================================================= |
@@ -253,3 +268,5 @@ llApplyImpulse() | |||
253 | (Resolution: tested on SL and OS. AddForce scales the force for timestep) | 268 | (Resolution: tested on SL and OS. AddForce scales the force for timestep) |
254 | llSetBuoyancy() (DONE) | 269 | llSetBuoyancy() (DONE) |
255 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) | 270 | (Resolution: Bullet resets object gravity when added to world. Moved set gravity) |
271 | Avatar density is WAY off. Compare and calibrate with what's in SL. (DONE) | ||
272 | (Resolution: set default density to 3.5 (from 60) which is closer to SL) | ||
diff --git a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs index 8587a2b..8ccfda5 100644 --- a/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs +++ b/OpenSim/Region/Physics/Manager/PhysicsPluginManager.cs | |||
@@ -30,7 +30,7 @@ using System.Collections.Generic; | |||
30 | using System.IO; | 30 | using System.IO; |
31 | using System.Reflection; | 31 | using System.Reflection; |
32 | using Nini.Config; | 32 | using Nini.Config; |
33 | using log4net; | 33 | using log4net; |
34 | using OpenSim.Framework; | 34 | using OpenSim.Framework; |
35 | 35 | ||
36 | namespace OpenSim.Region.Physics.Manager | 36 | namespace OpenSim.Region.Physics.Manager |
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 30bacc6..253d193 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -100,6 +100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
100 | protected float m_ScriptDelayFactor = 1.0f; | 100 | protected float m_ScriptDelayFactor = 1.0f; |
101 | protected float m_ScriptDistanceFactor = 1.0f; | 101 | protected float m_ScriptDistanceFactor = 1.0f; |
102 | protected float m_MinTimerInterval = 0.5f; | 102 | protected float m_MinTimerInterval = 0.5f; |
103 | protected float m_recoilScaleFactor = 0.0f; | ||
103 | 104 | ||
104 | protected DateTime m_timer = DateTime.Now; | 105 | protected DateTime m_timer = DateTime.Now; |
105 | protected bool m_waitingForScriptAnswer = false; | 106 | protected bool m_waitingForScriptAnswer = false; |
@@ -187,6 +188,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
187 | // there's an smtp config, so load in the snooze time. | 188 | // there's an smtp config, so load in the snooze time. |
188 | EMAIL_PAUSE_TIME = SMTPConfig.GetInt("email_pause_time", EMAIL_PAUSE_TIME); | 189 | EMAIL_PAUSE_TIME = SMTPConfig.GetInt("email_pause_time", EMAIL_PAUSE_TIME); |
189 | } | 190 | } |
191 | // Rezzing an object with a velocity can create recoil. This feature seems to have been | ||
192 | // removed from recent versions of SL. The code computes recoil (vel*mass) and scales | ||
193 | // it by this factor. May be zero to turn off recoil all together. | ||
194 | m_recoilScaleFactor = m_ScriptEngine.Config.GetFloat("RecoilScaleFactor", m_recoilScaleFactor); | ||
190 | } | 195 | } |
191 | 196 | ||
192 | public override Object InitializeLifetimeService() | 197 | public override Object InitializeLifetimeService() |
@@ -3108,11 +3113,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
3108 | 3113 | ||
3109 | PhysicsActor pa = new_group.RootPart.PhysActor; | 3114 | PhysicsActor pa = new_group.RootPart.PhysActor; |
3110 | 3115 | ||
3116 | //Recoil. | ||
3111 | if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero) | 3117 | if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero) |
3112 | { | 3118 | { |
3113 | float groupmass = new_group.GetMass(); | 3119 | float groupmass = new_group.GetMass(); |
3114 | vel *= -groupmass; | 3120 | Vector3 recoil = -vel * groupmass * m_recoilScaleFactor; |
3115 | llApplyImpulse(vel, 0); | 3121 | if (recoil != Vector3.Zero) |
3122 | { | ||
3123 | llApplyImpulse(recoil, 0); | ||
3124 | } | ||
3116 | } | 3125 | } |
3117 | // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) | 3126 | // Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay) |
3118 | return; | 3127 | return; |
diff --git a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs index 0bd9a06..05dd7ab 100644 --- a/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs +++ b/OpenSim/Region/ScriptEngine/XEngine/XEngine.cs | |||
@@ -1576,6 +1576,7 @@ namespace OpenSim.Region.ScriptEngine.XEngine | |||
1576 | startInfo.StartSuspended = true; | 1576 | startInfo.StartSuspended = true; |
1577 | 1577 | ||
1578 | m_ThreadPool = new SmartThreadPool(startInfo); | 1578 | m_ThreadPool = new SmartThreadPool(startInfo); |
1579 | m_ThreadPool.Name = "XEngine"; | ||
1579 | } | 1580 | } |
1580 | 1581 | ||
1581 | // | 1582 | // |