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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs138
1 files changed, 69 insertions, 69 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
index 1ef8b17..59780ae 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
@@ -81,7 +81,7 @@ private sealed class BulletBodyXNA : BulletBody
81private sealed class BulletShapeXNA : BulletShape 81private sealed class BulletShapeXNA : BulletShape
82{ 82{
83 public CollisionShape shape; 83 public CollisionShape shape;
84 public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) 84 public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ)
85 : base() 85 : base()
86 { 86 {
87 shape = xx; 87 shape = xx;
@@ -137,8 +137,8 @@ private sealed class BulletConstraintXNA : BulletConstraint
137 internal int LastEntityProperty = 0; 137 internal int LastEntityProperty = 0;
138 138
139 internal EntityProperties[] UpdatedObjects; 139 internal EntityProperties[] UpdatedObjects;
140 internal Dictionary<uint, GhostObject> specialCollisionObjects; 140 internal Dictionary<uint, GhostObject> specialCollisionObjects;
141 141
142 private static int m_collisionsThisFrame; 142 private static int m_collisionsThisFrame;
143 private BSScene PhysicsScene { get; set; } 143 private BSScene PhysicsScene { get; set; }
144 144
@@ -151,7 +151,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
151 } 151 }
152 152
153 /// <summary> 153 /// <summary>
154 /// 154 ///
155 /// </summary> 155 /// </summary>
156 /// <param name="p"></param> 156 /// <param name="p"></param>
157 /// <param name="p_2"></param> 157 /// <param name="p_2"></param>
@@ -174,7 +174,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
174 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; 174 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
175 TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; 175 TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
176 world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); 176 world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects);
177 177
178 return true; 178 return true;
179 179
180 } 180 }
@@ -300,7 +300,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
300 public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { 300 public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) {
301 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; 301 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
302 return world.GetForceUpdateAllAabbs(); 302 return world.GetForceUpdateAllAabbs();
303 303
304 } 304 }
305 public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) 305 public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce)
306 { 306 {
@@ -404,7 +404,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
404 IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); 404 IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion);
405 mat._origin = vposition; 405 mat._origin = vposition;
406 collisionObject.SetWorldTransform(mat); 406 collisionObject.SetWorldTransform(mat);
407 407
408 } 408 }
409 409
410 public override Vector3 GetPosition(BulletBody pCollisionObject) 410 public override Vector3 GetPosition(BulletBody pCollisionObject)
@@ -457,7 +457,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
457 { 457 {
458 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; 458 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
459 collisionObject.Activate(pforceactivation); 459 collisionObject.Activate(pforceactivation);
460 460
461 } 461 }
462 462
463 public override Quaternion GetOrientation(BulletBody pCollisionObject) 463 public override Quaternion GetOrientation(BulletBody pCollisionObject)
@@ -486,7 +486,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
486 { 486 {
487 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; 487 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
488 return collisionObject.GetCcdSweptSphereRadius(); 488 return collisionObject.GetCcdSweptSphereRadius();
489 489
490 } 490 }
491 491
492 public override IntPtr GetUserPointer(BulletBody pCollisionObject) 492 public override IntPtr GetUserPointer(BulletBody pCollisionObject)
@@ -559,8 +559,8 @@ private sealed class BulletConstraintXNA : BulletConstraint
559 } 559 }
560 560
561 561
562 public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, 562 public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
563 Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, 563 Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
564 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) 564 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
565 565
566 { 566 {
@@ -604,7 +604,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
604 } 604 }
605 605
606 /// <summary> 606 /// <summary>
607 /// 607 ///
608 /// </summary> 608 /// </summary>
609 /// <param name="pWorld"></param> 609 /// <param name="pWorld"></param>
610 /// <param name="pBody1"></param> 610 /// <param name="pBody1"></param>
@@ -824,7 +824,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
824 { 824 {
825 RigidBody body = (pBody as BulletBodyXNA).rigidBody; 825 RigidBody body = (pBody as BulletBodyXNA).rigidBody;
826 float angularDamping = body.GetAngularDamping(); 826 float angularDamping = body.GetAngularDamping();
827 body.SetDamping(lin_damping, angularDamping); 827 body.SetDamping(lin_damping, angularDamping);
828 } 828 }
829 829
830 public override float GetLinearDamping(BulletBody pBody) 830 public override float GetLinearDamping(BulletBody pBody)
@@ -907,7 +907,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
907 RigidBody bo = co as RigidBody; 907 RigidBody bo = co as RigidBody;
908 if (bo == null) 908 if (bo == null)
909 { 909 {
910 910
911 if (world.IsInWorld(co)) 911 if (world.IsInWorld(co))
912 { 912 {
913 world.RemoveCollisionObject(co); 913 world.RemoveCollisionObject(co);
@@ -915,7 +915,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
915 } 915 }
916 else 916 else
917 { 917 {
918 918
919 if (world.IsInWorld(bo)) 919 if (world.IsInWorld(bo))
920 { 920 {
921 world.RemoveRigidBody(bo); 921 world.RemoveRigidBody(bo);
@@ -947,7 +947,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
947 947
948 // TODO: Turn this from a reference copy to a Value Copy. 948 // TODO: Turn this from a reference copy to a Value Copy.
949 BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType())); 949 BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType()));
950 950
951 return shape2; 951 return shape2;
952 } 952 }
953 953
@@ -957,7 +957,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
957 return false; 957 return false;
958 } 958 }
959 //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); 959 //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation);
960 960
961 public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) 961 public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
962 { 962 {
963 CollisionWorld world = (pWorld as BulletWorldXNA).world; 963 CollisionWorld world = (pWorld as BulletWorldXNA).world;
@@ -993,11 +993,11 @@ private sealed class BulletConstraintXNA : BulletConstraint
993 m_startWorldTransform = IndexedMatrix.Identity; 993 m_startWorldTransform = IndexedMatrix.Identity;
994 */ 994 */
995 body.SetUserPointer(pLocalID); 995 body.SetUserPointer(pLocalID);
996 996
997 return new BulletBodyXNA(pLocalID, body); 997 return new BulletBodyXNA(pLocalID, body);
998 } 998 }
999 999
1000 1000
1001 public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) 1001 public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
1002 { 1002 {
1003 1003
@@ -1025,7 +1025,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1025 public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) 1025 public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain)
1026 { 1026 {
1027 1027
1028 /* TODO */ 1028 /* TODO */
1029 return Vector3.Zero; 1029 return Vector3.Zero;
1030 } 1030 }
1031 public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } 1031 public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; }
@@ -1035,7 +1035,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1035 { 1035 {
1036 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; 1036 CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1037 return collisionObject.IsStaticObject(); 1037 return collisionObject.IsStaticObject();
1038 1038
1039 } 1039 }
1040 public override bool IsKinematicObject(BulletBody pCollisionObject) 1040 public override bool IsKinematicObject(BulletBody pCollisionObject)
1041 { 1041 {
@@ -1098,10 +1098,10 @@ private sealed class BulletConstraintXNA : BulletConstraint
1098 return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); 1098 return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null));
1099 } 1099 }
1100 1100
1101 private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, 1101 private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent,
1102 ConfigurationParameters[] o, 1102 ConfigurationParameters[] o,
1103 int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, 1103 int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray,
1104 int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, 1104 int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray,
1105 object mDebugLogCallbackHandle) 1105 object mDebugLogCallbackHandle)
1106 { 1106 {
1107 CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); 1107 CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
@@ -1138,9 +1138,9 @@ private sealed class BulletConstraintXNA : BulletConstraint
1138 p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; 1138 p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth;
1139 p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; 1139 p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight;
1140 p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; 1140 p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold;
1141 1141
1142 p.vehicleAngularDamping = BSParam.VehicleAngularDamping; 1142 p.vehicleAngularDamping = BSParam.VehicleAngularDamping;
1143 1143
1144 p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; 1144 p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
1145 p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; 1145 p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
1146 p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; 1146 p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation;
@@ -1160,7 +1160,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1160 p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; 1160 p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations;
1161 p.physicsLoggingFrames = o[0].physicsLoggingFrames; 1161 p.physicsLoggingFrames = o[0].physicsLoggingFrames;
1162 DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); 1162 DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();
1163 1163
1164 DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); 1164 DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
1165 CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); 1165 CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci);
1166 1166
@@ -1263,7 +1263,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1263 } 1263 }
1264 } 1264 }
1265 return ret; 1265 return ret;
1266 1266
1267 } 1267 }
1268 1268
1269 public override float GetAngularMotionDisc(BulletShape pShape) 1269 public override float GetAngularMotionDisc(BulletShape pShape)
@@ -1353,10 +1353,10 @@ private sealed class BulletConstraintXNA : BulletConstraint
1353 CollisionShape shape = (pShape as BulletShapeXNA).shape; 1353 CollisionShape shape = (pShape as BulletShapeXNA).shape;
1354 gObj.SetCollisionShape(shape); 1354 gObj.SetCollisionShape(shape);
1355 gObj.SetUserPointer(pLocalID); 1355 gObj.SetUserPointer(pLocalID);
1356 1356
1357 if (specialCollisionObjects.ContainsKey(pLocalID)) 1357 if (specialCollisionObjects.ContainsKey(pLocalID))
1358 specialCollisionObjects[pLocalID] = gObj; 1358 specialCollisionObjects[pLocalID] = gObj;
1359 else 1359 else
1360 specialCollisionObjects.Add(pLocalID, gObj); 1360 specialCollisionObjects.Add(pLocalID, gObj);
1361 1361
1362 // TODO: Add to Special CollisionObjects! 1362 // TODO: Add to Special CollisionObjects!
@@ -1447,8 +1447,8 @@ private sealed class BulletConstraintXNA : BulletConstraint
1447 return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType())); 1447 return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType()));
1448 } 1448 }
1449 1449
1450 public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { 1450 public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) {
1451 1451
1452 if (cShape == null) 1452 if (cShape == null)
1453 return null; 1453 return null;
1454 CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape; 1454 CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape;
@@ -1456,7 +1456,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1456 BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); 1456 BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType()));
1457 1457
1458 1458
1459 return retShape; 1459 return retShape;
1460 } 1460 }
1461 1461
1462 public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin) 1462 public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin)
@@ -1598,8 +1598,8 @@ private sealed class BulletConstraintXNA : BulletConstraint
1598 return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); 1598 return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE);
1599 } 1599 }
1600 1600
1601 public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, 1601 public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2,
1602 Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, 1602 Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
1603 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) 1603 bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1604 1604
1605 { 1605 {
@@ -1745,7 +1745,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1745 { 1745 {
1746 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; 1746 DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1747 CompoundShape compoundshape = new CompoundShape(false); 1747 CompoundShape compoundshape = new CompoundShape(false);
1748 1748
1749 compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); 1749 compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin);
1750 int ii = 1; 1750 int ii = 1;
1751 1751
@@ -1761,7 +1761,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1761 int ender = ((ii + 4) + (vertexCount*3)); 1761 int ender = ((ii + 4) + (vertexCount*3));
1762 for (int iii = ii + 4; iii < ender; iii+=3) 1762 for (int iii = ii + 4; iii < ender; iii+=3)
1763 { 1763 {
1764 1764
1765 virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); 1765 virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2]));
1766 } 1766 }
1767 ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); 1767 ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount);
@@ -1769,7 +1769,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1769 compoundshape.AddChildShape(ref childTrans, convexShape); 1769 compoundshape.AddChildShape(ref childTrans, convexShape);
1770 ii += (vertexCount*3 + 4); 1770 ii += (vertexCount*3 + 4);
1771 } 1771 }
1772 1772
1773 return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); 1773 return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL);
1774 } 1774 }
1775 1775
@@ -1791,13 +1791,13 @@ private sealed class BulletConstraintXNA : BulletConstraint
1791 public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) 1791 public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
1792 { 1792 {
1793 //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); 1793 //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount);
1794 1794
1795 for (int iter = 0; iter < pVerticesCount; iter++) 1795 for (int iter = 0; iter < pVerticesCount; iter++)
1796 { 1796 {
1797 if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; 1797 if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0;
1798 if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; 1798 if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0;
1799 } 1799 }
1800 1800
1801 ObjectArray<int> indicesarr = new ObjectArray<int>(indices); 1801 ObjectArray<int> indicesarr = new ObjectArray<int>(indices);
1802 ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); 1802 ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats);
1803 DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); 1803 DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount);
@@ -1811,7 +1811,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1811 mesh.m_vertexStride = 3; 1811 mesh.m_vertexStride = 3;
1812 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; 1812 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
1813 mesh.m_triangleIndexStride = 3; 1813 mesh.m_triangleIndexStride = 3;
1814 1814
1815 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); 1815 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
1816 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); 1816 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
1817 BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); 1817 BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true);
@@ -1822,7 +1822,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1822 } 1822 }
1823 public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) 1823 public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount )
1824 { 1824 {
1825 1825
1826 String fileName = "objTest3.raw"; 1826 String fileName = "objTest3.raw";
1827 String completePath = System.IO.Path.Combine(Util.configDir(), fileName); 1827 String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
1828 StreamWriter sw = new StreamWriter(completePath); 1828 StreamWriter sw = new StreamWriter(completePath);
@@ -1848,7 +1848,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1848 string s = vertices[indices[i * 3]].ToString("0.0000"); 1848 string s = vertices[indices[i * 3]].ToString("0.0000");
1849 s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); 1849 s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
1850 s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); 1850 s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
1851 1851
1852 sw.Write(s + "\n"); 1852 sw.Write(s + "\n");
1853 } 1853 }
1854 1854
@@ -1870,7 +1870,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1870 mesh.m_vertexStride = 3; 1870 mesh.m_vertexStride = 3;
1871 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; 1871 mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
1872 mesh.m_triangleIndexStride = 3; 1872 mesh.m_triangleIndexStride = 3;
1873 1873
1874 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); 1874 TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
1875 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); 1875 tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
1876 1876
@@ -1901,7 +1901,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
1901 sw.Close(); 1901 sw.Close();
1902 } 1902 }
1903 1903
1904 public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, 1904 public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
1905 float scaleFactor, float collisionMargin) 1905 float scaleFactor, float collisionMargin)
1906 { 1906 {
1907 const int upAxis = 2; 1907 const int upAxis = 2;
@@ -1943,14 +1943,14 @@ private sealed class BulletConstraintXNA : BulletConstraint
1943 /* TODO */ 1943 /* TODO */
1944 updatedEntityCount = 0; 1944 updatedEntityCount = 0;
1945 collidersCount = 0; 1945 collidersCount = 0;
1946 1946
1947 1947
1948 int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); 1948 int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray);
1949 1949
1950 return ret; 1950 return ret;
1951 } 1951 }
1952 1952
1953 private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, 1953 private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep,
1954 out int updatedEntityCount, out EntityProperties[] updatedEntities, 1954 out int updatedEntityCount, out EntityProperties[] updatedEntities,
1955 out int collidersCount, out CollisionDesc[] colliders) 1955 out int collidersCount, out CollisionDesc[] colliders)
1956 { 1956 {
@@ -1959,24 +1959,24 @@ private sealed class BulletConstraintXNA : BulletConstraint
1959 return epic; 1959 return epic;
1960 } 1960 }
1961 1961
1962 private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, 1962 private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount,
1963 out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) 1963 out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates)
1964 { 1964 {
1965 int numSimSteps = 0; 1965 int numSimSteps = 0;
1966 Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length); 1966 Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length);
1967 Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length); 1967 Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length);
1968 LastEntityProperty=0; 1968 LastEntityProperty=0;
1969 1969
1970 1970
1971 1971
1972 1972
1973 1973
1974 1974
1975 LastCollisionDesc=0; 1975 LastCollisionDesc=0;
1976 1976
1977 updatedEntityCount = 0; 1977 updatedEntityCount = 0;
1978 collidersCount = 0; 1978 collidersCount = 0;
1979 1979
1980 1980
1981 if (pWorld is BulletWorldXNA) 1981 if (pWorld is BulletWorldXNA)
1982 { 1982 {
@@ -2033,7 +2033,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
2033 2033
2034 collidersCount = LastCollisionDesc; 2034 collidersCount = LastCollisionDesc;
2035 colliders = UpdatedCollisions; 2035 colliders = UpdatedCollisions;
2036 2036
2037 2037
2038 } 2038 }
2039 else 2039 else
@@ -2041,15 +2041,15 @@ private sealed class BulletConstraintXNA : BulletConstraint
2041 //if (updatedEntities is null) 2041 //if (updatedEntities is null)
2042 //updatedEntities = new List<BulletXNA.EntityProperties>(); 2042 //updatedEntities = new List<BulletXNA.EntityProperties>();
2043 //updatedEntityCount = 0; 2043 //updatedEntityCount = 0;
2044 2044
2045 2045
2046 //collidersCount = 0; 2046 //collidersCount = 0;
2047 2047
2048 updatedEntities = new EntityProperties[0]; 2048 updatedEntities = new EntityProperties[0];
2049 2049
2050 2050
2051 colliders = new CollisionDesc[0]; 2051 colliders = new CollisionDesc[0];
2052 2052
2053 } 2053 }
2054 return numSimSteps; 2054 return numSimSteps;
2055 } 2055 }
@@ -2057,7 +2057,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
2057 { 2057 {
2058 IOverlappingPairCache cache = obj.GetOverlappingPairCache(); 2058 IOverlappingPairCache cache = obj.GetOverlappingPairCache();
2059 ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray(); 2059 ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray();
2060 2060
2061 DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; 2061 DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world;
2062 PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); 2062 PersistentManifoldArray manifoldArray = new PersistentManifoldArray();
2063 BroadphasePair collisionPair; 2063 BroadphasePair collisionPair;
@@ -2069,7 +2069,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
2069 ManifoldPoint pt; 2069 ManifoldPoint pt;
2070 2070
2071 int numPairs = pairs.Count; 2071 int numPairs = pairs.Count;
2072 2072
2073 for (int i = 0; i < numPairs; i++) 2073 for (int i = 0; i < numPairs; i++)
2074 { 2074 {
2075 manifoldArray.Clear(); 2075 manifoldArray.Clear();
@@ -2078,7 +2078,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
2078 collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); 2078 collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1);
2079 if (collisionPair == null) 2079 if (collisionPair == null)
2080 continue; 2080 continue;
2081 2081
2082 collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); 2082 collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray);
2083 for (int j = 0; j < manifoldArray.Count; j++) 2083 for (int j = 0; j < manifoldArray.Count; j++)
2084 { 2084 {
@@ -2101,7 +2101,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
2101 } 2101 }
2102 private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) 2102 private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration)
2103 { 2103 {
2104 2104
2105 IndexedVector3 contactNormal = norm; 2105 IndexedVector3 contactNormal = norm;
2106 if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && 2106 if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
2107 (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) 2107 (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
@@ -2171,11 +2171,11 @@ private sealed class BulletConstraintXNA : BulletConstraint
2171 if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) 2171 if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody)
2172 { 2172 {
2173 CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; 2173 CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body;
2174 2174
2175 IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); 2175 IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z);
2176 IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); 2176 IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight);
2177 using ( 2177 using (
2178 ClosestNotMeRayResultCallback rayCallback = 2178 ClosestNotMeRayResultCallback rayCallback =
2179 new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) 2179 new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody)
2180 ) 2180 )
2181 { 2181 {
@@ -2191,9 +2191,9 @@ private sealed class BulletConstraintXNA : BulletConstraint
2191 return false; 2191 return false;
2192 } 2192 }
2193} 2193}
2194
2195 2194
2196 2195
2196
2197 2197
2198 public class SimMotionState : DefaultMotionState 2198 public class SimMotionState : DefaultMotionState
2199 { 2199 {
@@ -2286,12 +2286,12 @@ private sealed class BulletConstraintXNA : BulletConstraint
2286 m_lastProperties = m_properties; 2286 m_lastProperties = m_properties;
2287 if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length) 2287 if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length)
2288 m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties); 2288 m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties);
2289 2289
2290 //(*m_updatesThisFrame)[m_properties.ID] = &m_properties; 2290 //(*m_updatesThisFrame)[m_properties.ID] = &m_properties;
2291 } 2291 }
2292 2292
2293 2293
2294 2294
2295 2295
2296 } 2296 }
2297 public override void SetRigidBody(RigidBody body) 2297 public override void SetRigidBody(RigidBody body)
@@ -2314,7 +2314,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
2314 (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) && 2314 (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) &&
2315 (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon))); 2315 (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon)));
2316 } 2316 }
2317 2317
2318 } 2318 }
2319} 2319}
2320 2320