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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using System.Security;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin {
// Constraint type values as defined by Bullet
public enum ConstraintType : int
{
POINT2POINT_CONSTRAINT_TYPE = 3,
HINGE_CONSTRAINT_TYPE,
CONETWIST_CONSTRAINT_TYPE,
D6_CONSTRAINT_TYPE,
SLIDER_CONSTRAINT_TYPE,
CONTACT_CONSTRAINT_TYPE,
D6_SPRING_CONSTRAINT_TYPE,
MAX_CONSTRAINT_TYPE, // last type defined by Bullet
//
FIXED_CONSTRAINT_TYPE = 1234 // BulletSim constraint that is fixed and unmoving
}
// ===============================================================================
[StructLayout(LayoutKind.Sequential)]
public struct ConvexHull
{
Vector3 Offset;
int VertexCount;
Vector3[] Vertices;
}
public enum BSPhysicsShapeType
{
SHAPE_UNKNOWN = 0,
SHAPE_CAPSULE = 1,
SHAPE_BOX = 2,
SHAPE_CONE = 3,
SHAPE_CYLINDER = 4,
SHAPE_SPHERE = 5,
SHAPE_MESH = 6,
SHAPE_HULL = 7,
// following defined by BulletSim
SHAPE_GROUNDPLANE = 20,
SHAPE_TERRAIN = 21,
SHAPE_COMPOUND = 22,
SHAPE_HEIGHTMAP = 23,
SHAPE_AVATAR = 24,
SHAPE_CONVEXHULL= 25,
SHAPE_GIMPACT = 26,
};
// The native shapes have predefined shape hash keys
public enum FixedShapeKey : ulong
{
KEY_NONE = 0,
KEY_BOX = 1,
KEY_SPHERE = 2,
KEY_CONE = 3,
KEY_CYLINDER = 4,
KEY_CAPSULE = 5,
KEY_AVATAR = 6,
}
[StructLayout(LayoutKind.Sequential)]
public struct ShapeData
{
public UInt32 ID;
public BSPhysicsShapeType Type;
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Velocity;
public Vector3 Scale;
public float Mass;
public float Buoyancy;
public System.UInt64 HullKey;
public System.UInt64 MeshKey;
public float Friction;
public float Restitution;
public float Collidable; // true of things bump into this
public float Static; // true if a static object. Otherwise gravity, etc.
public float Solid; // true if object cannot be passed through
public Vector3 Size;
// note that bools are passed as floats since bool size changes by language and architecture
public const float numericTrue = 1f;
public const float numericFalse = 0f;
}
[StructLayout(LayoutKind.Sequential)]
public struct SweepHit
{
public UInt32 ID;
public float Fraction;
public Vector3 Normal;
public Vector3 Point;
}
[StructLayout(LayoutKind.Sequential)]
public struct RaycastHit
{
public UInt32 ID;
public float Fraction;
public Vector3 Normal;
}
[StructLayout(LayoutKind.Sequential)]
public struct CollisionDesc
{
public UInt32 aID;
public UInt32 bID;
public Vector3 point;
public Vector3 normal;
public float penetration;
}
[StructLayout(LayoutKind.Sequential)]
public struct EntityProperties
{
public UInt32 ID;
public Vector3 Position;
public Quaternion Rotation;
public Vector3 Velocity;
public Vector3 Acceleration;
public Vector3 RotationalVelocity;
public override string ToString()
{
StringBuilder buff = new StringBuilder();
buff.Append("<i=");
buff.Append(ID.ToString());
buff.Append(",p=");
buff.Append(Position.ToString());
buff.Append(",r=");
buff.Append(Rotation.ToString());
buff.Append(",v=");
buff.Append(Velocity.ToString());
buff.Append(",a=");
buff.Append(Acceleration.ToString());
buff.Append(",rv=");
buff.Append(RotationalVelocity.ToString());
buff.Append(">");
return buff.ToString();
}
}
// Format of this structure must match the definition in the C++ code
// NOTE: adding the X causes compile breaks if used. These are unused symbols
// that can be removed from both here and the unmanaged definition of this structure.
[StructLayout(LayoutKind.Sequential)]
public struct ConfigurationParameters
{
public float defaultFriction;
public float defaultDensity;
public float defaultRestitution;
public float collisionMargin;
public float gravity;
public float maxPersistantManifoldPoolSize;
public float maxCollisionAlgorithmPoolSize;
public float shouldDisableContactPoolDynamicAllocation;
public float shouldForceUpdateAllAabbs;
public float shouldRandomizeSolverOrder;
public float shouldSplitSimulationIslands;
public float shouldEnableFrictionCaching;
public float numberOfSolverIterations;
public float useSingleSidedMeshes;
public float globalContactBreakingThreshold;
public float physicsLoggingFrames;
public const float numericTrue = 1f;
public const float numericFalse = 0f;
}
// Parameters passed for the conversion of a mesh to a hull using Bullet's HACD library.
[StructLayout(LayoutKind.Sequential)]
public struct HACDParams
{
// usual default values
public float maxVerticesPerHull; // 100
public float minClusters; // 2
public float compacityWeight; // 0.1
public float volumeWeight; // 0.0
public float concavity; // 100
public float addExtraDistPoints; // false
public float addNeighboursDistPoints; // false
public float addFacesPoints; // false
public float shouldAdjustCollisionMargin; // false
}
// The states a bullet collision object can have
public enum ActivationState : uint
{
ACTIVE_TAG = 1,
ISLAND_SLEEPING,
WANTS_DEACTIVATION,
DISABLE_DEACTIVATION,
DISABLE_SIMULATION,
}
public enum CollisionObjectTypes : int
{
CO_COLLISION_OBJECT = 1 << 0,
CO_RIGID_BODY = 1 << 1,
CO_GHOST_OBJECT = 1 << 2,
CO_SOFT_BODY = 1 << 3,
CO_HF_FLUID = 1 << 4,
CO_USER_TYPE = 1 << 5,
}
// Values used by Bullet and BulletSim to control object properties.
// Bullet's "CollisionFlags" has more to do with operations on the
// object (if collisions happen, if gravity effects it, ...).
public enum CollisionFlags : uint
{
CF_STATIC_OBJECT = 1 << 0,
CF_KINEMATIC_OBJECT = 1 << 1,
CF_NO_CONTACT_RESPONSE = 1 << 2,
CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3,
CF_CHARACTER_OBJECT = 1 << 4,
CF_DISABLE_VISUALIZE_OBJECT = 1 << 5,
CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
// Following used by BulletSim to control collisions and updates
BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10, // return collision events from unmanaged to managed
BS_FLOATS_ON_WATER = 1 << 11, // the object should float at water level
BS_VEHICLE_COLLISIONS = 1 << 12, // return collisions for vehicle ground checking
BS_RETURN_ROOT_COMPOUND_SHAPE = 1 << 13, // return the pos/rot of the root shape in a compound shape
BS_NONE = 0,
BS_ALL = 0xFFFFFFFF
};
// Values f collisions groups and masks
public enum CollisionFilterGroups : uint
{
// Don't use the bit definitions!! Define the use in a
// filter/mask definition below. This way collision interactions
// are more easily found and debugged.
BNoneGroup = 0,
BDefaultGroup = 1 << 0, // 0001
BStaticGroup = 1 << 1, // 0002
BKinematicGroup = 1 << 2, // 0004
BDebrisGroup = 1 << 3, // 0008
BSensorTrigger = 1 << 4, // 0010
BCharacterGroup = 1 << 5, // 0020
BAllGroup = 0x000FFFFF,
// Filter groups defined by BulletSim
BGroundPlaneGroup = 1 << 10, // 0400
BTerrainGroup = 1 << 11, // 0800
BRaycastGroup = 1 << 12, // 1000
BSolidGroup = 1 << 13, // 2000
// BLinksetGroup = xx // a linkset proper is either static or dynamic
BLinksetChildGroup = 1 << 14, // 4000
};
// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
public enum ConstraintParams : int
{
BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730
BT_CONSTRAINT_STOP_ERP,
BT_CONSTRAINT_CFM,
BT_CONSTRAINT_STOP_CFM,
};
public enum ConstraintParamAxis : int
{
AXIS_LINEAR_X = 0,
AXIS_LINEAR_Y,
AXIS_LINEAR_Z,
AXIS_ANGULAR_X,
AXIS_ANGULAR_Y,
AXIS_ANGULAR_Z,
AXIS_LINEAR_ALL = 20, // added by BulletSim so we don't have to do zillions of calls
AXIS_ANGULAR_ALL,
AXIS_ALL
};
public abstract class BSAPITemplate
{
// Returns the name of the underlying Bullet engine
public abstract string BulletEngineName { get; }
public abstract string BulletEngineVersion { get; protected set;}
// Initialization and simulation
public abstract BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
int maxCollisions, ref CollisionDesc[] collisionArray,
int maxUpdates, ref EntityProperties[] updateArray
);
public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount, out int collidersCount);
public abstract bool UpdateParameter(BulletWorld world, UInt32 localID, String parm, float value);
public abstract void Shutdown(BulletWorld sim);
public abstract bool PushUpdate(BulletBody obj);
// =====================================================================================
// Mesh, hull, shape and body creation helper routines
public abstract BulletShape CreateMeshShape(BulletWorld world,
int indicesCount, int[] indices,
int verticesCount, float[] vertices );
public abstract BulletShape CreateGImpactShape(BulletWorld world,
int indicesCount, int[] indices,
int verticesCount, float[] vertices );
public abstract BulletShape CreateHullShape(BulletWorld world,
int hullCount, float[] hulls);
public abstract BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms);
public abstract BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape);
public abstract BulletShape CreateConvexHullShape(BulletWorld world,
int indicesCount, int[] indices,
int verticesCount, float[] vertices );
public abstract BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData);
public abstract bool IsNativeShape(BulletShape shape);
public abstract void SetShapeCollisionMargin(BulletShape shape, float margin);
public abstract BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale);
public abstract BulletShape CreateCompoundShape(BulletWorld sim, bool enableDynamicAabbTree);
public abstract int GetNumberOfCompoundChildren(BulletShape cShape);
public abstract void AddChildShapeToCompoundShape(BulletShape cShape, BulletShape addShape, Vector3 pos, Quaternion rot);
public abstract BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx);
public abstract BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx);
public abstract void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape);
public abstract void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb);
public abstract void RecalculateCompoundShapeLocalAabb(BulletShape cShape);
public abstract BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, UInt32 id);
public abstract bool DeleteCollisionShape(BulletWorld world, BulletShape shape);
public abstract CollisionObjectTypes GetBodyType(BulletBody obj);
public abstract BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, UInt32 id, Vector3 pos, Quaternion rot);
public abstract void DestroyObject(BulletWorld sim, BulletBody obj);
// =====================================================================================
public abstract BulletShape CreateGroundPlaneShape(UInt32 id, float height, float collisionMargin);
public abstract BulletShape CreateTerrainShape(UInt32 id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
float scaleFactor, float collisionMargin);
// =====================================================================================
// Constraint creation and helper routines
public abstract BulletConstraint Create6DofConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 frame1loc, Quaternion frame1rot,
Vector3 frame2loc, Quaternion frame2rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint Create6DofConstraintToPoint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 joinPoint,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint Create6DofConstraintFixed(BulletWorld world, BulletBody obj1,
Vector3 frameInBloc, Quaternion frameInBrot,
bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint Create6DofSpringConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 frame1loc, Quaternion frame1rot,
Vector3 frame2loc, Quaternion frame2rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 pivotinA, Vector3 pivotinB,
Vector3 axisInA, Vector3 axisInB,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint CreateSliderConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 frameInAloc, Quaternion frameInArot,
Vector3 frameInBloc, Quaternion frameInBrot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint CreateConeTwistConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 frameInAloc, Quaternion frameInArot,
Vector3 frameInBloc, Quaternion frameInBrot,
bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint CreateGearConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 axisInA, Vector3 axisInB,
float ratio, bool disableCollisionsBetweenLinkedBodies);
public abstract BulletConstraint CreatePoint2PointConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 pivotInA, Vector3 pivotInB,
bool disableCollisionsBetweenLinkedBodies);
public abstract void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse);
public abstract void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations);
public abstract bool SetFrames(BulletConstraint constrain,
Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
public abstract bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi);
public abstract bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi);
public abstract bool UseFrameOffset(BulletConstraint constrain, float enable);
public abstract bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce);
public abstract bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold);
public const int HINGE_NOT_SPECIFIED = -1;
public abstract bool HingeSetLimits(BulletConstraint constrain, float low, float high, float softness, float bias, float relaxation);
public abstract bool SpringEnable(BulletConstraint constrain, int index, float numericTrueFalse);
public const int SPRING_NOT_SPECIFIED = -1;
public abstract bool SpringSetEquilibriumPoint(BulletConstraint constrain, int index, float equilibriumPoint);
public abstract bool SpringSetStiffness(BulletConstraint constrain, int index, float stiffnesss);
public abstract bool SpringSetDamping(BulletConstraint constrain, int index, float damping);
public const int SLIDER_LOWER_LIMIT = 0;
public const int SLIDER_UPPER_LIMIT = 1;
public const int SLIDER_LINEAR = 2;
public const int SLIDER_ANGULAR = 3;
public abstract bool SliderSetLimits(BulletConstraint constrain, int lowerUpper, int linAng, float val);
public const int SLIDER_SET_SOFTNESS = 4;
public const int SLIDER_SET_RESTITUTION = 5;
public const int SLIDER_SET_DAMPING = 6;
public const int SLIDER_SET_DIRECTION = 7;
public const int SLIDER_SET_LIMIT = 8;
public const int SLIDER_SET_ORTHO = 9;
public abstract bool SliderSet(BulletConstraint constrain, int softRestDamp, int dirLimOrtho, int linAng, float val);
public abstract bool SliderMotorEnable(BulletConstraint constrain, int linAng, float numericTrueFalse);
public const int SLIDER_MOTOR_VELOCITY = 10;
public const int SLIDER_MAX_MOTOR_FORCE = 11;
public abstract bool SliderMotor(BulletConstraint constrain, int forceVel, int linAng, float val);
public abstract bool CalculateTransforms(BulletConstraint constrain);
public abstract bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
public abstract bool DestroyConstraint(BulletWorld world, BulletConstraint constrain);
// =====================================================================================
// btCollisionWorld entries
public abstract void UpdateSingleAabb(BulletWorld world, BulletBody obj);
public abstract void UpdateAabbs(BulletWorld world);
public abstract bool GetForceUpdateAllAabbs(BulletWorld world);
public abstract void SetForceUpdateAllAabbs(BulletWorld world, bool force);
// =====================================================================================
// btDynamicsWorld entries
// public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj, Vector3 pos, Quaternion rot);
public abstract bool AddObjectToWorld(BulletWorld world, BulletBody obj);
public abstract bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj);
public abstract bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
public abstract bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain);
// =====================================================================================
// btCollisionObject entries
public abstract Vector3 GetAnisotripicFriction(BulletConstraint constrain);
public abstract Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict);
public abstract bool HasAnisotripicFriction(BulletConstraint constrain);
public abstract void SetContactProcessingThreshold(BulletBody obj, float val);
public abstract float GetContactProcessingThreshold(BulletBody obj);
public abstract bool IsStaticObject(BulletBody obj);
public abstract bool IsKinematicObject(BulletBody obj);
public abstract bool IsStaticOrKinematicObject(BulletBody obj);
public abstract bool HasContactResponse(BulletBody obj);
public abstract void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape);
public abstract BulletShape GetCollisionShape(BulletBody obj);
public abstract int GetActivationState(BulletBody obj);
public abstract void SetActivationState(BulletBody obj, int state);
public abstract void SetDeactivationTime(BulletBody obj, float dtime);
public abstract float GetDeactivationTime(BulletBody obj);
public abstract void ForceActivationState(BulletBody obj, ActivationState state);
public abstract void Activate(BulletBody obj, bool forceActivation);
public abstract bool IsActive(BulletBody obj);
public abstract void SetRestitution(BulletBody obj, float val);
public abstract float GetRestitution(BulletBody obj);
public abstract void SetFriction(BulletBody obj, float val);
public abstract float GetFriction(BulletBody obj);
public abstract Vector3 GetPosition(BulletBody obj);
public abstract Quaternion GetOrientation(BulletBody obj);
public abstract void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation);
// public abstract IntPtr GetBroadphaseHandle(BulletBody obj);
// public abstract void SetBroadphaseHandle(BulletBody obj, IntPtr handle);
public abstract void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel);
public abstract void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel);
public abstract void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel);
public abstract float GetHitFraction(BulletBody obj);
public abstract void SetHitFraction(BulletBody obj, float val);
public abstract CollisionFlags GetCollisionFlags(BulletBody obj);
public abstract CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags);
public abstract CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags);
public abstract CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags);
public abstract float GetCcdMotionThreshold(BulletBody obj);
public abstract void SetCcdMotionThreshold(BulletBody obj, float val);
public abstract float GetCcdSweptSphereRadius(BulletBody obj);
public abstract void SetCcdSweptSphereRadius(BulletBody obj, float val);
public abstract IntPtr GetUserPointer(BulletBody obj);
public abstract void SetUserPointer(BulletBody obj, IntPtr val);
// =====================================================================================
// btRigidBody entries
public abstract void ApplyGravity(BulletBody obj);
public abstract void SetGravity(BulletBody obj, Vector3 val);
public abstract Vector3 GetGravity(BulletBody obj);
public abstract void SetDamping(BulletBody obj, float lin_damping, float ang_damping);
public abstract void SetLinearDamping(BulletBody obj, float lin_damping);
public abstract void SetAngularDamping(BulletBody obj, float ang_damping);
public abstract float GetLinearDamping(BulletBody obj);
public abstract float GetAngularDamping(BulletBody obj);
public abstract float GetLinearSleepingThreshold(BulletBody obj);
public abstract void ApplyDamping(BulletBody obj, float timeStep);
public abstract void SetMassProps(BulletBody obj, float mass, Vector3 inertia);
public abstract Vector3 GetLinearFactor(BulletBody obj);
public abstract void SetLinearFactor(BulletBody obj, Vector3 factor);
public abstract void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot);
// Add a force to the object as if its mass is one.
public abstract void ApplyCentralForce(BulletBody obj, Vector3 force);
// Set the force being applied to the object as if its mass is one.
public abstract void SetObjectForce(BulletBody obj, Vector3 force);
public abstract Vector3 GetTotalForce(BulletBody obj);
public abstract Vector3 GetTotalTorque(BulletBody obj);
public abstract Vector3 GetInvInertiaDiagLocal(BulletBody obj);
public abstract void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert);
public abstract void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold);
public abstract void ApplyTorque(BulletBody obj, Vector3 torque);
// Apply force at the given point. Will add torque to the object.
public abstract void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos);
// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
public abstract void ApplyCentralImpulse(BulletBody obj, Vector3 imp);
// Apply impulse to the object's torque. Force is scaled by object's mass.
public abstract void ApplyTorqueImpulse(BulletBody obj, Vector3 imp);
// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
public abstract void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos);
public abstract void ClearForces(BulletBody obj);
public abstract void ClearAllForces(BulletBody obj);
public abstract void UpdateInertiaTensor(BulletBody obj);
public abstract Vector3 GetLinearVelocity(BulletBody obj);
public abstract Vector3 GetAngularVelocity(BulletBody obj);
public abstract void SetLinearVelocity(BulletBody obj, Vector3 val);
public abstract void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity);
public abstract Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos);
public abstract void Translate(BulletBody obj, Vector3 trans);
public abstract void UpdateDeactivation(BulletBody obj, float timeStep);
public abstract bool WantsSleeping(BulletBody obj);
public abstract void SetAngularFactor(BulletBody obj, float factor);
public abstract void SetAngularFactorV(BulletBody obj, Vector3 factor);
public abstract Vector3 GetAngularFactor(BulletBody obj);
public abstract bool IsInWorld(BulletWorld world, BulletBody obj);
public abstract void AddConstraintRef(BulletBody obj, BulletConstraint constrain);
public abstract void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain);
public abstract BulletConstraint GetConstraintRef(BulletBody obj, int index);
public abstract int GetNumConstraintRefs(BulletBody obj);
public abstract bool SetCollisionGroupMask(BulletBody body, UInt32 filter, UInt32 mask);
// =====================================================================================
// btCollisionShape entries
public abstract float GetAngularMotionDisc(BulletShape shape);
public abstract float GetContactBreakingThreshold(BulletShape shape, float defaultFactor);
public abstract bool IsPolyhedral(BulletShape shape);
public abstract bool IsConvex2d(BulletShape shape);
public abstract bool IsConvex(BulletShape shape);
public abstract bool IsNonMoving(BulletShape shape);
public abstract bool IsConcave(BulletShape shape);
public abstract bool IsCompound(BulletShape shape);
public abstract bool IsSoftBody(BulletShape shape);
public abstract bool IsInfinite(BulletShape shape);
public abstract void SetLocalScaling(BulletShape shape, Vector3 scale);
public abstract Vector3 GetLocalScaling(BulletShape shape);
public abstract Vector3 CalculateLocalInertia(BulletShape shape, float mass);
public abstract int GetShapeType(BulletShape shape);
public abstract void SetMargin(BulletShape shape, float val);
public abstract float GetMargin(BulletShape shape);
// =====================================================================================
// Debugging
public virtual void DumpRigidBody(BulletWorld sim, BulletBody collisionObject) { }
public virtual void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape) { }
public virtual void DumpConstraint(BulletWorld sim, BulletConstraint constrain) { }
public virtual void DumpActivationInfo(BulletWorld sim) { }
public virtual void DumpAllInfo(BulletWorld sim) { }
public virtual void DumpPhysicsStatistics(BulletWorld sim) { }
public virtual void ResetBroadphasePool(BulletWorld sim) { }
public virtual void ResetConstraintSolver(BulletWorld sim) { }
};
}
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