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-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs392
1 files changed, 392 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
index 7857eaa..afe5bca 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs
@@ -288,6 +288,398 @@ public enum ConstraintParamAxis : int
288 AXIS_ALL 288 AXIS_ALL
289}; 289};
290 290
291public abstract class BulletSimAPITemplate
292{
293// Initialization and simulation
294public abstract BulletWorld Initialize2(Vector3 maxPosition, IntPtr parms,
295 int maxCollisions, IntPtr collisionArray,
296 int maxUpdates, IntPtr updateArray
297 );
298
299public abstract bool UpdateParameter2(BulletWorld world, uint localID, String parm, float value);
300
301public abstract void SetHeightMap2(BulletWorld world, float[] heightmap);
302
303public abstract void Shutdown2(BulletWorld sim);
304
305public abstract int PhysicsStep2(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
306 out int updatedEntityCount,
307 out IntPtr updatedEntitiesPtr,
308 out int collidersCount,
309 out IntPtr collidersPtr);
310
311public abstract bool PushUpdate2(BulletBody obj);
312
313// =====================================================================================
314// Mesh, hull, shape and body creation helper routines
315public abstract BulletShape CreateMeshShape2(BulletWorld world,
316 int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
317 int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
318
319public abstract BulletShape CreateHullShape2(BulletWorld world,
320 int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls);
321
322public abstract BulletShape BuildHullShapeFromMesh2(BulletWorld world, BulletShape meshShape);
323
324public abstract BulletShape BuildNativeShape2(BulletWorld world, ShapeData shapeData);
325
326public abstract bool IsNativeShape2(BulletShape shape);
327
328public abstract void SetShapeCollisionMargin(BulletShape shape, float margin);
329
330public abstract BulletShape BuildCapsuleShape2(BulletWorld world, float radius, float height, Vector3 scale);
331
332public abstract BulletShape CreateCompoundShape2(BulletWorld sim, bool enableDynamicAabbTree);
333
334public abstract int GetNumberOfCompoundChildren2(BulletShape cShape);
335
336public abstract void AddChildShapeToCompoundShape2(BulletShape cShape, BulletShape addShape, Vector3 pos, Quaternion rot);
337
338public abstract BulletShape GetChildShapeFromCompoundShapeIndex2(BulletShape cShape, int indx);
339
340public abstract BulletShape RemoveChildShapeFromCompoundShapeIndex2(BulletShape cShape, int indx);
341
342public abstract void RemoveChildShapeFromCompoundShape2(BulletShape cShape, BulletShape removeShape);
343
344public abstract void RecalculateCompoundShapeLocalAabb2(BulletShape cShape);
345
346public abstract BulletShape DuplicateCollisionShape2(BulletWorld sim, BulletShape srcShape, uint id);
347
348public abstract BulletBody CreateBodyFromShapeAndInfo2(BulletWorld sim, BulletShape shape, uint id, IntPtr constructionInfo);
349
350public abstract bool DeleteCollisionShape2(BulletWorld world, BulletShape shape);
351
352public abstract int GetBodyType2(BulletBody obj);
353
354public abstract BulletBody CreateBodyFromShape2(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot);
355
356public abstract BulletBody CreateBodyWithDefaultMotionState2(BulletShape shape, uint id, Vector3 pos, Quaternion rot);
357
358public abstract BulletBody CreateGhostFromShape2(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot);
359
360public abstract IntPtr AllocateBodyInfo2(BulletBody obj);
361
362public abstract void ReleaseBodyInfo2(IntPtr obj);
363
364public abstract void DestroyObject2(BulletWorld sim, BulletBody obj);
365
366// =====================================================================================
367// Terrain creation and helper routines
368public abstract IntPtr CreateHeightMapInfo2(BulletWorld sim, uint id, Vector3 minCoords, Vector3 maxCoords,
369 [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
370
371public abstract IntPtr FillHeightMapInfo2(BulletWorld sim, IntPtr mapInfo, uint id, Vector3 minCoords, Vector3 maxCoords,
372 [MarshalAs(UnmanagedType.LPArray)] float[] heightMap, float collisionMargin);
373
374public abstract bool ReleaseHeightMapInfo2(IntPtr heightMapInfo);
375
376public abstract BulletBody CreateGroundPlaneShape2(uint id, float height, float collisionMargin);
377
378public abstract BulletBody CreateTerrainShape2(IntPtr mapInfo);
379
380// =====================================================================================
381// Constraint creation and helper routines
382public abstract BulletConstraint Create6DofConstraint2(BulletWorld world, BulletBody obj1, BulletBody obj2,
383 Vector3 frame1loc, Quaternion frame1rot,
384 Vector3 frame2loc, Quaternion frame2rot,
385 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
386
387public abstract BulletConstraint Create6DofConstraintToPoint2(BulletWorld world, BulletBody obj1, BulletBody obj2,
388 Vector3 joinPoint,
389 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
390
391public abstract BulletConstraint CreateHingeConstraint2(BulletWorld world, BulletBody obj1, BulletBody obj2,
392 Vector3 pivotinA, Vector3 pivotinB,
393 Vector3 axisInA, Vector3 axisInB,
394 bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
395
396public abstract void SetConstraintEnable2(BulletConstraint constrain, float numericTrueFalse);
397
398public abstract void SetConstraintNumSolverIterations2(BulletConstraint constrain, float iterations);
399
400public abstract bool SetFrames2(BulletConstraint constrain,
401 Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
402
403public abstract bool SetLinearLimits2(BulletConstraint constrain, Vector3 low, Vector3 hi);
404
405public abstract bool SetAngularLimits2(BulletConstraint constrain, Vector3 low, Vector3 hi);
406
407public abstract bool UseFrameOffset2(BulletConstraint constrain, float enable);
408
409public abstract bool TranslationalLimitMotor2(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce);
410
411public abstract bool SetBreakingImpulseThreshold2(BulletConstraint constrain, float threshold);
412
413public abstract bool CalculateTransforms2(BulletConstraint constrain);
414
415public abstract bool SetConstraintParam2(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
416
417public abstract bool DestroyConstraint2(BulletWorld world, BulletConstraint constrain);
418
419// =====================================================================================
420// btCollisionWorld entries
421public abstract void UpdateSingleAabb2(BulletWorld world, BulletBody obj);
422
423public abstract void UpdateAabbs2(BulletWorld world);
424
425public abstract bool GetForceUpdateAllAabbs2(BulletWorld world);
426
427public abstract void SetForceUpdateAllAabbs2(BulletWorld world, bool force);
428
429// =====================================================================================
430// btDynamicsWorld entries
431public abstract bool AddObjectToWorld2(BulletWorld world, BulletBody obj);
432
433public abstract bool RemoveObjectFromWorld2(BulletWorld world, BulletBody obj);
434
435public abstract bool AddConstraintToWorld2(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects);
436
437public abstract bool RemoveConstraintFromWorld2(BulletWorld world, BulletConstraint constrain);
438// =====================================================================================
439// btCollisionObject entries
440public abstract Vector3 GetAnisotripicFriction2(BulletConstraint constrain);
441
442public abstract Vector3 SetAnisotripicFriction2(BulletConstraint constrain, Vector3 frict);
443
444public abstract bool HasAnisotripicFriction2(BulletConstraint constrain);
445
446public abstract void SetContactProcessingThreshold2(BulletBody obj, float val);
447
448public abstract float GetContactProcessingThreshold2(BulletBody obj);
449
450public abstract bool IsStaticObject2(BulletBody obj);
451
452public abstract bool IsKinematicObject2(BulletBody obj);
453
454public abstract bool IsStaticOrKinematicObject2(BulletBody obj);
455
456public abstract bool HasContactResponse2(BulletBody obj);
457
458public abstract void SetCollisionShape2(BulletWorld sim, BulletBody obj, BulletBody shape);
459
460public abstract BulletShape GetCollisionShape2(BulletBody obj);
461
462public abstract int GetActivationState2(BulletBody obj);
463
464public abstract void SetActivationState2(BulletBody obj, int state);
465
466public abstract void SetDeactivationTime2(BulletBody obj, float dtime);
467
468public abstract float GetDeactivationTime2(BulletBody obj);
469
470public abstract void ForceActivationState2(BulletBody obj, ActivationState state);
471
472public abstract void Activate2(BulletBody obj, bool forceActivation);
473
474public abstract bool IsActive2(BulletBody obj);
475
476public abstract void SetRestitution2(BulletBody obj, float val);
477
478public abstract float GetRestitution2(BulletBody obj);
479
480public abstract void SetFriction2(BulletBody obj, float val);
481
482public abstract float GetFriction2(BulletBody obj);
483
484 /* Haven't defined the type 'Transform'
485public abstract Transform GetWorldTransform2(BulletBody obj);
486
487public abstract void setWorldTransform2(BulletBody obj, Transform trans);
488 */
489
490public abstract Vector3 GetPosition2(BulletBody obj);
491
492public abstract Quaternion GetOrientation2(BulletBody obj);
493
494public abstract void SetTranslation2(BulletBody obj, Vector3 position, Quaternion rotation);
495
496public abstract IntPtr GetBroadphaseHandle2(BulletBody obj);
497
498public abstract void SetBroadphaseHandle2(BulletBody obj, IntPtr handle);
499
500 /*
501public abstract Transform GetInterpolationWorldTransform2(IntPtr obj);
502
503public abstract void SetInterpolationWorldTransform2(IntPtr obj, Transform trans);
504 */
505
506public abstract void SetInterpolationLinearVelocity2(BulletBody obj, Vector3 vel);
507
508public abstract void SetInterpolationAngularVelocity2(BulletBody obj, Vector3 vel);
509
510public abstract void SetInterpolationVelocity2(BulletBody obj, Vector3 linearVel, Vector3 angularVel);
511
512public abstract float GetHitFraction2(BulletBody obj);
513
514public abstract void SetHitFraction2(BulletBody obj, float val);
515
516public abstract CollisionFlags GetCollisionFlags2(BulletBody obj);
517
518public abstract CollisionFlags SetCollisionFlags2(BulletBody obj, CollisionFlags flags);
519
520public abstract CollisionFlags AddToCollisionFlags2(BulletBody obj, CollisionFlags flags);
521
522public abstract CollisionFlags RemoveFromCollisionFlags2(BulletBody obj, CollisionFlags flags);
523
524public abstract float GetCcdMotionThreshold2(BulletBody obj);
525
526public abstract void SetCcdMotionThreshold2(BulletBody obj, float val);
527
528public abstract float GetCcdSweptSphereRadius2(BulletBody obj);
529
530public abstract void SetCcdSweptSphereRadius2(BulletBody obj, float val);
531
532public abstract IntPtr GetUserPointer2(BulletBody obj);
533
534public abstract void SetUserPointer2(BulletBody obj, IntPtr val);
535
536// =====================================================================================
537// btRigidBody entries
538public abstract void ApplyGravity2(BulletBody obj);
539
540public abstract void SetGravity2(BulletBody obj, Vector3 val);
541
542public abstract Vector3 GetGravity2(BulletBody obj);
543
544public abstract void SetDamping2(BulletBody obj, float lin_damping, float ang_damping);
545
546public abstract void SetLinearDamping2(BulletBody obj, float lin_damping);
547
548public abstract void SetAngularDamping2(BulletBody obj, float ang_damping);
549
550public abstract float GetLinearDamping2(BulletBody obj);
551
552public abstract float GetAngularDamping2(BulletBody obj);
553
554public abstract float GetLinearSleepingThreshold2(BulletBody obj);
555
556
557public abstract void ApplyDamping2(BulletBody obj, float timeStep);
558
559public abstract void SetMassProps2(BulletBody obj, float mass, Vector3 inertia);
560
561public abstract Vector3 GetLinearFactor2(BulletBody obj);
562
563public abstract void SetLinearFactor2(BulletBody obj, Vector3 factor);
564
565 /*
566public abstract void SetCenterOfMassTransform2(BulletBody obj, Transform trans);
567 */
568
569public abstract void SetCenterOfMassByPosRot2(BulletBody obj, Vector3 pos, Quaternion rot);
570
571// Add a force to the object as if its mass is one.
572public abstract void ApplyCentralForce2(BulletBody obj, Vector3 force);
573
574// Set the force being applied to the object as if its mass is one.
575public abstract void SetObjectForce2(BulletBody obj, Vector3 force);
576
577public abstract Vector3 GetTotalForce2(BulletBody obj);
578
579public abstract Vector3 GetTotalTorque2(BulletBody obj);
580
581public abstract Vector3 GetInvInertiaDiagLocal2(BulletBody obj);
582
583public abstract void SetInvInertiaDiagLocal2(BulletBody obj, Vector3 inert);
584
585public abstract void SetSleepingThresholds2(BulletBody obj, float lin_threshold, float ang_threshold);
586
587public abstract void ApplyTorque2(BulletBody obj, Vector3 torque);
588
589// Apply force at the given point. Will add torque to the object.
590public abstract void ApplyForce2(BulletBody obj, Vector3 force, Vector3 pos);
591
592// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
593public abstract void ApplyCentralImpulse2(BulletBody obj, Vector3 imp);
594
595// Apply impulse to the object's torque. Force is scaled by object's mass.
596public abstract void ApplyTorqueImpulse2(BulletBody obj, Vector3 imp);
597
598// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
599public abstract void ApplyImpulse2(BulletBody obj, Vector3 imp, Vector3 pos);
600
601public abstract void ClearForces2(BulletBody obj);
602
603public abstract void ClearAllForces2(BulletBody obj);
604
605public abstract void UpdateInertiaTensor2(BulletBody obj);
606
607
608 /*
609public abstract Transform GetCenterOfMassTransform2(BulletBody obj);
610 */
611
612public abstract Vector3 GetLinearVelocity2(BulletBody obj);
613
614public abstract Vector3 GetAngularVelocity2(BulletBody obj);
615
616public abstract void SetLinearVelocity2(BulletBody obj, Vector3 val);
617
618public abstract void SetAngularVelocity2(BulletBody obj, Vector3 angularVelocity);
619
620public abstract Vector3 GetVelocityInLocalPoint2(BulletBody obj, Vector3 pos);
621
622public abstract void Translate2(BulletBody obj, Vector3 trans);
623
624public abstract void UpdateDeactivation2(BulletBody obj, float timeStep);
625
626public abstract bool WantsSleeping2(BulletBody obj);
627
628public abstract void SetAngularFactor2(BulletBody obj, float factor);
629
630public abstract void SetAngularFactorV2(BulletBody obj, Vector3 factor);
631
632public abstract Vector3 GetAngularFactor2(BulletBody obj);
633
634public abstract bool IsInWorld2(BulletBody obj);
635
636public abstract void AddConstraintRef2(BulletBody obj, BulletConstraint constrain);
637
638public abstract void RemoveConstraintRef2(BulletBody obj, BulletConstraint constrain);
639
640public abstract BulletConstraint GetConstraintRef2(BulletBody obj, int index);
641
642public abstract int GetNumConstraintRefs2(BulletBody obj);
643
644public abstract bool SetCollisionGroupMask2(BulletBody body, uint filter, uint mask);
645
646// =====================================================================================
647// btCollisionShape entries
648
649public abstract float GetAngularMotionDisc2(BulletShape shape);
650
651public abstract float GetContactBreakingThreshold2(BulletShape shape, float defaultFactor);
652
653public abstract bool IsPolyhedral2(BulletShape shape);
654
655public abstract bool IsConvex2d2(BulletShape shape);
656
657public abstract bool IsConvex2(BulletShape shape);
658
659public abstract bool IsNonMoving2(BulletShape shape);
660
661public abstract bool IsConcave2(BulletShape shape);
662
663public abstract bool IsCompound2(BulletShape shape);
664
665public abstract bool IsSoftBody2(BulletShape shape);
666
667public abstract bool IsInfinite2(BulletShape shape);
668
669public abstract void SetLocalScaling2(BulletShape shape, Vector3 scale);
670
671public abstract Vector3 GetLocalScaling2(BulletShape shape);
672
673public abstract Vector3 CalculateLocalInertia2(BulletShape shape, float mass);
674
675public abstract int GetShapeType2(BulletShape shape);
676
677public abstract void SetMargin2(BulletShape shape, float val);
678
679public abstract float GetMargin2(BulletShape shape);
680
681};
682
291// =============================================================================== 683// ===============================================================================
292static class BulletSimAPI { 684static class BulletSimAPI {
293// =============================================================================== 685// ===============================================================================