diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | 654 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | 1278 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 37 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | 27 | ||||
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs | 86 |
6 files changed, 1806 insertions, 278 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs index 3975776..2c0cb43 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIUnman.cs | |||
@@ -38,6 +38,91 @@ namespace OpenSim.Region.Physics.BulletSPlugin | |||
38 | public sealed class BSAPIUnman : BSAPITemplate | 38 | public sealed class BSAPIUnman : BSAPITemplate |
39 | { | 39 | { |
40 | 40 | ||
41 | private sealed class BulletWorldUnman : BulletWorld | ||
42 | { | ||
43 | public IntPtr ptr; | ||
44 | public BulletWorldUnman(uint id, BSScene physScene, IntPtr xx) | ||
45 | : base(id, physScene) | ||
46 | { | ||
47 | ptr = xx; | ||
48 | } | ||
49 | } | ||
50 | |||
51 | private sealed class BulletBodyUnman : BulletBody | ||
52 | { | ||
53 | public IntPtr ptr; | ||
54 | public BulletBodyUnman(uint id, IntPtr xx) | ||
55 | : base(id) | ||
56 | { | ||
57 | ptr = xx; | ||
58 | } | ||
59 | public override bool HasPhysicalBody | ||
60 | { | ||
61 | get { return ptr != IntPtr.Zero; } | ||
62 | } | ||
63 | public override void Clear() | ||
64 | { | ||
65 | ptr = IntPtr.Zero; | ||
66 | } | ||
67 | public override string AddrString | ||
68 | { | ||
69 | get { return ptr.ToString("X"); } | ||
70 | } | ||
71 | } | ||
72 | |||
73 | private sealed class BulletShapeUnman : BulletShape | ||
74 | { | ||
75 | public IntPtr ptr; | ||
76 | public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) | ||
77 | : base() | ||
78 | { | ||
79 | ptr = xx; | ||
80 | type = typ; | ||
81 | } | ||
82 | public override bool HasPhysicalShape | ||
83 | { | ||
84 | get { return ptr != IntPtr.Zero; } | ||
85 | } | ||
86 | public override void Clear() | ||
87 | { | ||
88 | ptr = IntPtr.Zero; | ||
89 | } | ||
90 | public override BulletShape Clone() | ||
91 | { | ||
92 | return new BulletShapeUnman(ptr, type); | ||
93 | } | ||
94 | public override bool ReferenceSame(BulletShape other) | ||
95 | { | ||
96 | BulletShapeUnman otheru = other as BulletShapeUnman; | ||
97 | return (otheru != null) && (this.ptr == otheru.ptr); | ||
98 | |||
99 | } | ||
100 | public override string AddrString | ||
101 | { | ||
102 | get { return ptr.ToString("X"); } | ||
103 | } | ||
104 | } | ||
105 | private sealed class BulletConstraintUnman : BulletConstraint | ||
106 | { | ||
107 | public BulletConstraintUnman(IntPtr xx) : base() | ||
108 | { | ||
109 | ptr = xx; | ||
110 | } | ||
111 | public IntPtr ptr; | ||
112 | |||
113 | public override void Clear() | ||
114 | { | ||
115 | ptr = IntPtr.Zero; | ||
116 | } | ||
117 | public override bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } } | ||
118 | |||
119 | // Used for log messages for a unique display of the memory/object allocated to this instance | ||
120 | public override string AddrString | ||
121 | { | ||
122 | get { return ptr.ToString("X"); } | ||
123 | } | ||
124 | } | ||
125 | |||
41 | // We pin the memory passed between the managed and unmanaged code. | 126 | // We pin the memory passed between the managed and unmanaged code. |
42 | GCHandle m_paramsHandle; | 127 | GCHandle m_paramsHandle; |
43 | private GCHandle m_collisionArrayPinnedHandle; | 128 | private GCHandle m_collisionArrayPinnedHandle; |
@@ -89,7 +174,7 @@ public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParamet | |||
89 | BulletEngineVersion = ""; | 174 | BulletEngineVersion = ""; |
90 | 175 | ||
91 | // Call the unmanaged code with the buffers and other information | 176 | // Call the unmanaged code with the buffers and other information |
92 | return new BulletWorld(0, PhysicsScene, BSAPICPP.Initialize2(maxPosition, m_paramsHandle.AddrOfPinnedObject(), | 177 | return new BulletWorldUnman(0, PhysicsScene, BSAPICPP.Initialize2(maxPosition, m_paramsHandle.AddrOfPinnedObject(), |
93 | maxCollisions, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), | 178 | maxCollisions, m_collisionArrayPinnedHandle.AddrOfPinnedObject(), |
94 | maxUpdates, m_updateArrayPinnedHandle.AddrOfPinnedObject(), | 179 | maxUpdates, m_updateArrayPinnedHandle.AddrOfPinnedObject(), |
95 | m_DebugLogCallbackHandle)); | 180 | m_DebugLogCallbackHandle)); |
@@ -111,22 +196,26 @@ private void BulletLoggerPhysLog(string msg) | |||
111 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, | 196 | public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, |
112 | out int updatedEntityCount, out int collidersCount) | 197 | out int updatedEntityCount, out int collidersCount) |
113 | { | 198 | { |
114 | return BSAPICPP.PhysicsStep2(world.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount); | 199 | BulletWorldUnman worldu = world as BulletWorldUnman; |
200 | return BSAPICPP.PhysicsStep2(worldu.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount); | ||
115 | } | 201 | } |
116 | 202 | ||
117 | public override void Shutdown(BulletWorld sim) | 203 | public override void Shutdown(BulletWorld world) |
118 | { | 204 | { |
119 | BSAPICPP.Shutdown2(sim.ptr); | 205 | BulletWorldUnman worldu = world as BulletWorldUnman; |
206 | BSAPICPP.Shutdown2(worldu.ptr); | ||
120 | } | 207 | } |
121 | 208 | ||
122 | public override bool PushUpdate(BulletBody obj) | 209 | public override bool PushUpdate(BulletBody obj) |
123 | { | 210 | { |
124 | return BSAPICPP.PushUpdate2(obj.ptr); | 211 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
212 | return BSAPICPP.PushUpdate2(bodyu.ptr); | ||
125 | } | 213 | } |
126 | 214 | ||
127 | public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) | 215 | public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) |
128 | { | 216 | { |
129 | return BSAPICPP.UpdateParameter2(world.ptr, localID, parm, value); | 217 | BulletWorldUnman worldu = world as BulletWorldUnman; |
218 | return BSAPICPP.UpdateParameter2(worldu.ptr, localID, parm, value); | ||
130 | } | 219 | } |
131 | 220 | ||
132 | // ===================================================================================== | 221 | // ===================================================================================== |
@@ -135,138 +224,165 @@ public override BulletShape CreateMeshShape(BulletWorld world, | |||
135 | int indicesCount, int[] indices, | 224 | int indicesCount, int[] indices, |
136 | int verticesCount, float[] vertices) | 225 | int verticesCount, float[] vertices) |
137 | { | 226 | { |
138 | return new BulletShape( | 227 | BulletWorldUnman worldu = world as BulletWorldUnman; |
139 | BSAPICPP.CreateMeshShape2(world.ptr, indicesCount, indices, verticesCount, vertices), | 228 | return new BulletShapeUnman( |
229 | BSAPICPP.CreateMeshShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices), | ||
140 | BSPhysicsShapeType.SHAPE_MESH); | 230 | BSPhysicsShapeType.SHAPE_MESH); |
141 | } | 231 | } |
142 | 232 | ||
143 | public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) | 233 | public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls) |
144 | { | 234 | { |
145 | return new BulletShape( | 235 | BulletWorldUnman worldu = world as BulletWorldUnman; |
146 | BSAPICPP.CreateHullShape2(world.ptr, hullCount, hulls), | 236 | return new BulletShapeUnman( |
237 | BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls), | ||
147 | BSPhysicsShapeType.SHAPE_HULL); | 238 | BSPhysicsShapeType.SHAPE_HULL); |
148 | } | 239 | } |
149 | 240 | ||
150 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) | 241 | public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) |
151 | { | 242 | { |
152 | return new BulletShape( | 243 | BulletWorldUnman worldu = world as BulletWorldUnman; |
153 | BSAPICPP.BuildHullShapeFromMesh2(world.ptr, meshShape.ptr), | 244 | BulletShapeUnman shapeu = meshShape as BulletShapeUnman; |
245 | return new BulletShapeUnman( | ||
246 | BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr), | ||
154 | BSPhysicsShapeType.SHAPE_HULL); | 247 | BSPhysicsShapeType.SHAPE_HULL); |
155 | } | 248 | } |
156 | 249 | ||
157 | public override BulletShape BuildNativeShape( BulletWorld world, ShapeData shapeData) | 250 | public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData) |
158 | { | 251 | { |
159 | return new BulletShape( | 252 | BulletWorldUnman worldu = world as BulletWorldUnman; |
160 | BSAPICPP.BuildNativeShape2(world.ptr, shapeData), | 253 | return new BulletShapeUnman(BSAPICPP.BuildNativeShape2(worldu.ptr, shapeData), shapeData.Type); |
161 | shapeData.Type); | ||
162 | } | 254 | } |
163 | 255 | ||
164 | public override bool IsNativeShape(BulletShape shape) | 256 | public override bool IsNativeShape(BulletShape shape) |
165 | { | 257 | { |
166 | if (shape.HasPhysicalShape) | 258 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
167 | return BSAPICPP.IsNativeShape2(shape.ptr); | 259 | if (shapeu != null && shapeu.HasPhysicalShape) |
260 | return BSAPICPP.IsNativeShape2(shapeu.ptr); | ||
168 | return false; | 261 | return false; |
169 | } | 262 | } |
170 | 263 | ||
171 | public override void SetShapeCollisionMargin(BulletShape shape, float margin) | 264 | public override void SetShapeCollisionMargin(BulletShape shape, float margin) |
172 | { | 265 | { |
173 | if (shape.HasPhysicalShape) | 266 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
174 | BSAPICPP.SetShapeCollisionMargin2(shape.ptr, margin); | 267 | if (shapeu != null && shapeu.HasPhysicalShape) |
268 | BSAPICPP.SetShapeCollisionMargin2(shapeu.ptr, margin); | ||
175 | } | 269 | } |
176 | 270 | ||
177 | public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale) | 271 | public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale) |
178 | { | 272 | { |
179 | return new BulletShape( | 273 | BulletWorldUnman worldu = world as BulletWorldUnman; |
180 | BSAPICPP.BuildCapsuleShape2(world.ptr, radius, height, scale), | 274 | return new BulletShapeUnman( |
275 | BSAPICPP.BuildCapsuleShape2(worldu.ptr, radius, height, scale), | ||
181 | BSPhysicsShapeType.SHAPE_CAPSULE); | 276 | BSPhysicsShapeType.SHAPE_CAPSULE); |
182 | } | 277 | } |
183 | 278 | ||
184 | public override BulletShape CreateCompoundShape(BulletWorld sim, bool enableDynamicAabbTree) | 279 | public override BulletShape CreateCompoundShape(BulletWorld world, bool enableDynamicAabbTree) |
185 | { | 280 | { |
186 | return new BulletShape( | 281 | BulletWorldUnman worldu = world as BulletWorldUnman; |
187 | BSAPICPP.CreateCompoundShape2(sim.ptr, enableDynamicAabbTree), | 282 | return new BulletShapeUnman( |
283 | BSAPICPP.CreateCompoundShape2(worldu.ptr, enableDynamicAabbTree), | ||
188 | BSPhysicsShapeType.SHAPE_COMPOUND); | 284 | BSPhysicsShapeType.SHAPE_COMPOUND); |
189 | 285 | ||
190 | } | 286 | } |
191 | 287 | ||
192 | public override int GetNumberOfCompoundChildren(BulletShape shape) | 288 | public override int GetNumberOfCompoundChildren(BulletShape shape) |
193 | { | 289 | { |
194 | if (shape.HasPhysicalShape) | 290 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
195 | return BSAPICPP.GetNumberOfCompoundChildren2(shape.ptr); | 291 | if (shapeu != null && shapeu.HasPhysicalShape) |
292 | return BSAPICPP.GetNumberOfCompoundChildren2(shapeu.ptr); | ||
196 | return 0; | 293 | return 0; |
197 | } | 294 | } |
198 | 295 | ||
199 | public override void AddChildShapeToCompoundShape(BulletShape cShape, BulletShape addShape, Vector3 pos, Quaternion rot) | 296 | public override void AddChildShapeToCompoundShape(BulletShape shape, BulletShape addShape, Vector3 pos, Quaternion rot) |
200 | { | 297 | { |
201 | BSAPICPP.AddChildShapeToCompoundShape2(cShape.ptr, addShape.ptr, pos, rot); | 298 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
299 | BulletShapeUnman addShapeu = addShape as BulletShapeUnman; | ||
300 | BSAPICPP.AddChildShapeToCompoundShape2(shapeu.ptr, addShapeu.ptr, pos, rot); | ||
202 | } | 301 | } |
203 | 302 | ||
204 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) | 303 | public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape shape, int indx) |
205 | { | 304 | { |
206 | return new BulletShape(BSAPICPP.GetChildShapeFromCompoundShapeIndex2(cShape.ptr, indx)); | 305 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
306 | return new BulletShapeUnman(BSAPICPP.GetChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
207 | } | 307 | } |
208 | 308 | ||
209 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) | 309 | public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape shape, int indx) |
210 | { | 310 | { |
211 | return new BulletShape(BSAPICPP.RemoveChildShapeFromCompoundShapeIndex2(cShape.ptr, indx)); | 311 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
312 | return new BulletShapeUnman(BSAPICPP.RemoveChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
212 | } | 313 | } |
213 | 314 | ||
214 | public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) | 315 | public override void RemoveChildShapeFromCompoundShape(BulletShape shape, BulletShape removeShape) |
215 | { | 316 | { |
216 | BSAPICPP.RemoveChildShapeFromCompoundShape2(cShape.ptr, removeShape.ptr); | 317 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
318 | BulletShapeUnman removeShapeu = removeShape as BulletShapeUnman; | ||
319 | BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr); | ||
217 | } | 320 | } |
218 | 321 | ||
219 | public override void RecalculateCompoundShapeLocalAabb(BulletShape cShape) | 322 | public override void RecalculateCompoundShapeLocalAabb(BulletShape shape) |
220 | { | 323 | { |
221 | BSAPICPP.RecalculateCompoundShapeLocalAabb2(cShape.ptr); | 324 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
325 | BSAPICPP.RecalculateCompoundShapeLocalAabb2(shapeu.ptr); | ||
222 | } | 326 | } |
223 | 327 | ||
224 | public override BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id) | 328 | public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletShape srcShape, uint id) |
225 | { | 329 | { |
226 | return new BulletShape(BSAPICPP.DuplicateCollisionShape2(sim.ptr, srcShape.ptr, id), srcShape.type); | 330 | BulletWorldUnman worldu = world as BulletWorldUnman; |
331 | BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman; | ||
332 | return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type); | ||
227 | } | 333 | } |
228 | 334 | ||
229 | public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) | 335 | public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape) |
230 | { | 336 | { |
231 | return BSAPICPP.DeleteCollisionShape2(world.ptr, shape.ptr); | 337 | BulletWorldUnman worldu = world as BulletWorldUnman; |
338 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
339 | return BSAPICPP.DeleteCollisionShape2(worldu.ptr, shapeu.ptr); | ||
232 | } | 340 | } |
233 | 341 | ||
234 | public override int GetBodyType(BulletBody obj) | 342 | public override int GetBodyType(BulletBody obj) |
235 | { | 343 | { |
236 | return BSAPICPP.GetBodyType2(obj.ptr); | 344 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
345 | return BSAPICPP.GetBodyType2(bodyu.ptr); | ||
237 | } | 346 | } |
238 | 347 | ||
239 | public override BulletBody CreateBodyFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot) | 348 | public override BulletBody CreateBodyFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot) |
240 | { | 349 | { |
241 | return new BulletBody(id, BSAPICPP.CreateBodyFromShape2(sim.ptr, shape.ptr, id, pos, rot)); | 350 | BulletWorldUnman worldu = world as BulletWorldUnman; |
351 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
352 | return new BulletBodyUnman(id, BSAPICPP.CreateBodyFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot)); | ||
242 | } | 353 | } |
243 | 354 | ||
244 | public override BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot) | 355 | public override BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot) |
245 | { | 356 | { |
246 | return new BulletBody(id, BSAPICPP.CreateBodyWithDefaultMotionState2(shape.ptr, id, pos, rot)); | 357 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
358 | return new BulletBodyUnman(id, BSAPICPP.CreateBodyWithDefaultMotionState2(shapeu.ptr, id, pos, rot)); | ||
247 | } | 359 | } |
248 | 360 | ||
249 | public override BulletBody CreateGhostFromShape(BulletWorld sim, BulletShape shape, uint id, Vector3 pos, Quaternion rot) | 361 | public override BulletBody CreateGhostFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot) |
250 | { | 362 | { |
251 | return new BulletBody(id, BSAPICPP.CreateGhostFromShape2(sim.ptr, shape.ptr, id, pos, rot)); | 363 | BulletWorldUnman worldu = world as BulletWorldUnman; |
364 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
365 | return new BulletBodyUnman(id, BSAPICPP.CreateGhostFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot)); | ||
252 | } | 366 | } |
253 | 367 | ||
254 | public override void DestroyObject(BulletWorld sim, BulletBody obj) | 368 | public override void DestroyObject(BulletWorld world, BulletBody obj) |
255 | { | 369 | { |
256 | BSAPICPP.DestroyObject2(sim.ptr, obj.ptr); | 370 | BulletWorldUnman worldu = world as BulletWorldUnman; |
371 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
372 | BSAPICPP.DestroyObject2(worldu.ptr, bodyu.ptr); | ||
257 | } | 373 | } |
258 | 374 | ||
259 | // ===================================================================================== | 375 | // ===================================================================================== |
260 | // Terrain creation and helper routines | 376 | // Terrain creation and helper routines |
261 | public override BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin) | 377 | public override BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin) |
262 | { | 378 | { |
263 | return new BulletShape(BSAPICPP.CreateGroundPlaneShape2(id, height, collisionMargin), BSPhysicsShapeType.SHAPE_GROUNDPLANE); | 379 | return new BulletShapeUnman(BSAPICPP.CreateGroundPlaneShape2(id, height, collisionMargin), BSPhysicsShapeType.SHAPE_GROUNDPLANE); |
264 | } | 380 | } |
265 | 381 | ||
266 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | 382 | public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, |
267 | float scaleFactor, float collisionMargin) | 383 | float scaleFactor, float collisionMargin) |
268 | { | 384 | { |
269 | return new BulletShape(BSAPICPP.CreateTerrainShape2(id, size, minHeight, maxHeight, heightMap, scaleFactor, collisionMargin), | 385 | return new BulletShapeUnman(BSAPICPP.CreateTerrainShape2(id, size, minHeight, maxHeight, heightMap, scaleFactor, collisionMargin), |
270 | BSPhysicsShapeType.SHAPE_TERRAIN); | 386 | BSPhysicsShapeType.SHAPE_TERRAIN); |
271 | } | 387 | } |
272 | 388 | ||
@@ -277,7 +393,10 @@ public override BulletConstraint Create6DofConstraint(BulletWorld world, BulletB | |||
277 | Vector3 frame2loc, Quaternion frame2rot, | 393 | Vector3 frame2loc, Quaternion frame2rot, |
278 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 394 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
279 | { | 395 | { |
280 | return new BulletConstraint(BSAPICPP.Create6DofConstraint2(world.ptr, obj1.ptr, obj2.ptr, frame1loc, frame1rot, | 396 | BulletWorldUnman worldu = world as BulletWorldUnman; |
397 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
398 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
399 | return new BulletConstraintUnman(BSAPICPP.Create6DofConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot, | ||
281 | frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 400 | frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); |
282 | } | 401 | } |
283 | 402 | ||
@@ -285,7 +404,10 @@ public override BulletConstraint Create6DofConstraintToPoint(BulletWorld world, | |||
285 | Vector3 joinPoint, | 404 | Vector3 joinPoint, |
286 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 405 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
287 | { | 406 | { |
288 | return new BulletConstraint(BSAPICPP.Create6DofConstraintToPoint2(world.ptr, obj1.ptr, obj2.ptr, | 407 | BulletWorldUnman worldu = world as BulletWorldUnman; |
408 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
409 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
410 | return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintToPoint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, | ||
289 | joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 411 | joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); |
290 | } | 412 | } |
291 | 413 | ||
@@ -294,560 +416,687 @@ public override BulletConstraint CreateHingeConstraint(BulletWorld world, Bullet | |||
294 | Vector3 axisInA, Vector3 axisInB, | 416 | Vector3 axisInA, Vector3 axisInB, |
295 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) | 417 | bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies) |
296 | { | 418 | { |
297 | return new BulletConstraint(BSAPICPP.CreateHingeConstraint2(world.ptr, obj1.ptr, obj2.ptr, | 419 | BulletWorldUnman worldu = world as BulletWorldUnman; |
420 | BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman; | ||
421 | BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman; | ||
422 | return new BulletConstraintUnman(BSAPICPP.CreateHingeConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, | ||
298 | pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | 423 | pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); |
299 | } | 424 | } |
300 | 425 | ||
301 | public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse) | 426 | public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse) |
302 | { | 427 | { |
303 | BSAPICPP.SetConstraintEnable2(constrain.ptr, numericTrueFalse); | 428 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
429 | BSAPICPP.SetConstraintEnable2(constrainu.ptr, numericTrueFalse); | ||
304 | } | 430 | } |
305 | 431 | ||
306 | public override void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations) | 432 | public override void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations) |
307 | { | 433 | { |
308 | BSAPICPP.SetConstraintNumSolverIterations2(constrain.ptr, iterations); | 434 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
435 | BSAPICPP.SetConstraintNumSolverIterations2(constrainu.ptr, iterations); | ||
309 | } | 436 | } |
310 | 437 | ||
311 | public override bool SetFrames(BulletConstraint constrain, | 438 | public override bool SetFrames(BulletConstraint constrain, |
312 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) | 439 | Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot) |
313 | { | 440 | { |
314 | return BSAPICPP.SetFrames2(constrain.ptr, frameA, frameArot, frameB, frameBrot); | 441 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
442 | return BSAPICPP.SetFrames2(constrainu.ptr, frameA, frameArot, frameB, frameBrot); | ||
315 | } | 443 | } |
316 | 444 | ||
317 | public override bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi) | 445 | public override bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi) |
318 | { | 446 | { |
319 | return BSAPICPP.SetLinearLimits2(constrain.ptr, low, hi); | 447 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
448 | return BSAPICPP.SetLinearLimits2(constrainu.ptr, low, hi); | ||
320 | } | 449 | } |
321 | 450 | ||
322 | public override bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi) | 451 | public override bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi) |
323 | { | 452 | { |
324 | return BSAPICPP.SetAngularLimits2(constrain.ptr, low, hi); | 453 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
454 | return BSAPICPP.SetAngularLimits2(constrainu.ptr, low, hi); | ||
325 | } | 455 | } |
326 | 456 | ||
327 | public override bool UseFrameOffset(BulletConstraint constrain, float enable) | 457 | public override bool UseFrameOffset(BulletConstraint constrain, float enable) |
328 | { | 458 | { |
329 | return BSAPICPP.UseFrameOffset2(constrain.ptr, enable); | 459 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
460 | return BSAPICPP.UseFrameOffset2(constrainu.ptr, enable); | ||
330 | } | 461 | } |
331 | 462 | ||
332 | public override bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce) | 463 | public override bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce) |
333 | { | 464 | { |
334 | return BSAPICPP.TranslationalLimitMotor2(constrain.ptr, enable, targetVel, maxMotorForce); | 465 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
466 | return BSAPICPP.TranslationalLimitMotor2(constrainu.ptr, enable, targetVel, maxMotorForce); | ||
335 | } | 467 | } |
336 | 468 | ||
337 | public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold) | 469 | public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold) |
338 | { | 470 | { |
339 | return BSAPICPP.SetBreakingImpulseThreshold2(constrain.ptr, threshold); | 471 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
472 | return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold); | ||
340 | } | 473 | } |
341 | 474 | ||
342 | public override bool CalculateTransforms(BulletConstraint constrain) | 475 | public override bool CalculateTransforms(BulletConstraint constrain) |
343 | { | 476 | { |
344 | return BSAPICPP.CalculateTransforms2(constrain.ptr); | 477 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
478 | return BSAPICPP.CalculateTransforms2(constrainu.ptr); | ||
345 | } | 479 | } |
346 | 480 | ||
347 | public override bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis) | 481 | public override bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis) |
348 | { | 482 | { |
349 | return BSAPICPP.SetConstraintParam2(constrain.ptr, paramIndex, value, axis); | 483 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
484 | return BSAPICPP.SetConstraintParam2(constrainu.ptr, paramIndex, value, axis); | ||
350 | } | 485 | } |
351 | 486 | ||
352 | public override bool DestroyConstraint(BulletWorld world, BulletConstraint constrain) | 487 | public override bool DestroyConstraint(BulletWorld world, BulletConstraint constrain) |
353 | { | 488 | { |
354 | return BSAPICPP.DestroyConstraint2(world.ptr, constrain.ptr); | 489 | BulletWorldUnman worldu = world as BulletWorldUnman; |
490 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
491 | return BSAPICPP.DestroyConstraint2(worldu.ptr, constrainu.ptr); | ||
355 | } | 492 | } |
356 | 493 | ||
357 | // ===================================================================================== | 494 | // ===================================================================================== |
358 | // btCollisionWorld entries | 495 | // btCollisionWorld entries |
359 | public override void UpdateSingleAabb(BulletWorld world, BulletBody obj) | 496 | public override void UpdateSingleAabb(BulletWorld world, BulletBody obj) |
360 | { | 497 | { |
361 | BSAPICPP.UpdateSingleAabb2(world.ptr, obj.ptr); | 498 | BulletWorldUnman worldu = world as BulletWorldUnman; |
499 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
500 | BSAPICPP.UpdateSingleAabb2(worldu.ptr, bodyu.ptr); | ||
362 | } | 501 | } |
363 | 502 | ||
364 | public override void UpdateAabbs(BulletWorld world) | 503 | public override void UpdateAabbs(BulletWorld world) |
365 | { | 504 | { |
366 | BSAPICPP.UpdateAabbs2(world.ptr); | 505 | BulletWorldUnman worldu = world as BulletWorldUnman; |
506 | BSAPICPP.UpdateAabbs2(worldu.ptr); | ||
367 | } | 507 | } |
368 | 508 | ||
369 | public override bool GetForceUpdateAllAabbs(BulletWorld world) | 509 | public override bool GetForceUpdateAllAabbs(BulletWorld world) |
370 | { | 510 | { |
371 | return BSAPICPP.GetForceUpdateAllAabbs2(world.ptr); | 511 | BulletWorldUnman worldu = world as BulletWorldUnman; |
512 | return BSAPICPP.GetForceUpdateAllAabbs2(worldu.ptr); | ||
372 | } | 513 | } |
373 | 514 | ||
374 | public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) | 515 | public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) |
375 | { | 516 | { |
376 | BSAPICPP.SetForceUpdateAllAabbs2(world.ptr, force); | 517 | BulletWorldUnman worldu = world as BulletWorldUnman; |
518 | BSAPICPP.SetForceUpdateAllAabbs2(worldu.ptr, force); | ||
377 | } | 519 | } |
378 | 520 | ||
379 | // ===================================================================================== | 521 | // ===================================================================================== |
380 | // btDynamicsWorld entries | 522 | // btDynamicsWorld entries |
381 | public override bool AddObjectToWorld(BulletWorld world, BulletBody obj) | 523 | public override bool AddObjectToWorld(BulletWorld world, BulletBody obj) |
382 | { | 524 | { |
383 | return BSAPICPP.AddObjectToWorld2(world.ptr, obj.ptr); | 525 | BulletWorldUnman worldu = world as BulletWorldUnman; |
526 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
527 | return BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr); | ||
384 | } | 528 | } |
385 | 529 | ||
386 | public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj) | 530 | public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj) |
387 | { | 531 | { |
388 | return BSAPICPP.RemoveObjectFromWorld2(world.ptr, obj.ptr); | 532 | BulletWorldUnman worldu = world as BulletWorldUnman; |
533 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
534 | return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr); | ||
389 | } | 535 | } |
390 | 536 | ||
391 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) | 537 | public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects) |
392 | { | 538 | { |
393 | return BSAPICPP.AddConstraintToWorld2(world.ptr, constrain.ptr, disableCollisionsBetweenLinkedObjects); | 539 | BulletWorldUnman worldu = world as BulletWorldUnman; |
540 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
541 | return BSAPICPP.AddConstraintToWorld2(worldu.ptr, constrainu.ptr, disableCollisionsBetweenLinkedObjects); | ||
394 | } | 542 | } |
395 | 543 | ||
396 | public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain) | 544 | public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain) |
397 | { | 545 | { |
398 | return BSAPICPP.RemoveConstraintFromWorld2(world.ptr, constrain.ptr); | 546 | BulletWorldUnman worldu = world as BulletWorldUnman; |
547 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
548 | return BSAPICPP.RemoveConstraintFromWorld2(worldu.ptr, constrainu.ptr); | ||
399 | } | 549 | } |
400 | // ===================================================================================== | 550 | // ===================================================================================== |
401 | // btCollisionObject entries | 551 | // btCollisionObject entries |
402 | public override Vector3 GetAnisotripicFriction(BulletConstraint constrain) | 552 | public override Vector3 GetAnisotripicFriction(BulletConstraint constrain) |
403 | { | 553 | { |
404 | return BSAPICPP.GetAnisotripicFriction2(constrain.ptr); | 554 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
555 | return BSAPICPP.GetAnisotripicFriction2(constrainu.ptr); | ||
405 | } | 556 | } |
406 | 557 | ||
407 | public override Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict) | 558 | public override Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict) |
408 | { | 559 | { |
409 | return BSAPICPP.SetAnisotripicFriction2(constrain.ptr, frict); | 560 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
561 | return BSAPICPP.SetAnisotripicFriction2(constrainu.ptr, frict); | ||
410 | } | 562 | } |
411 | 563 | ||
412 | public override bool HasAnisotripicFriction(BulletConstraint constrain) | 564 | public override bool HasAnisotripicFriction(BulletConstraint constrain) |
413 | { | 565 | { |
414 | return BSAPICPP.HasAnisotripicFriction2(constrain.ptr); | 566 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; |
567 | return BSAPICPP.HasAnisotripicFriction2(constrainu.ptr); | ||
415 | } | 568 | } |
416 | 569 | ||
417 | public override void SetContactProcessingThreshold(BulletBody obj, float val) | 570 | public override void SetContactProcessingThreshold(BulletBody obj, float val) |
418 | { | 571 | { |
419 | BSAPICPP.SetContactProcessingThreshold2(obj.ptr, val); | 572 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
573 | BSAPICPP.SetContactProcessingThreshold2(bodyu.ptr, val); | ||
420 | } | 574 | } |
421 | 575 | ||
422 | public override float GetContactProcessingThreshold(BulletBody obj) | 576 | public override float GetContactProcessingThreshold(BulletBody obj) |
423 | { | 577 | { |
424 | return BSAPICPP.GetContactProcessingThreshold2(obj.ptr); | 578 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
579 | return BSAPICPP.GetContactProcessingThreshold2(bodyu.ptr); | ||
425 | } | 580 | } |
426 | 581 | ||
427 | public override bool IsStaticObject(BulletBody obj) | 582 | public override bool IsStaticObject(BulletBody obj) |
428 | { | 583 | { |
429 | return BSAPICPP.IsStaticObject2(obj.ptr); | 584 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
585 | return BSAPICPP.IsStaticObject2(bodyu.ptr); | ||
430 | } | 586 | } |
431 | 587 | ||
432 | public override bool IsKinematicObject(BulletBody obj) | 588 | public override bool IsKinematicObject(BulletBody obj) |
433 | { | 589 | { |
434 | return BSAPICPP.IsKinematicObject2(obj.ptr); | 590 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
591 | return BSAPICPP.IsKinematicObject2(bodyu.ptr); | ||
435 | } | 592 | } |
436 | 593 | ||
437 | public override bool IsStaticOrKinematicObject(BulletBody obj) | 594 | public override bool IsStaticOrKinematicObject(BulletBody obj) |
438 | { | 595 | { |
439 | return BSAPICPP.IsStaticOrKinematicObject2(obj.ptr); | 596 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
597 | return BSAPICPP.IsStaticOrKinematicObject2(bodyu.ptr); | ||
440 | } | 598 | } |
441 | 599 | ||
442 | public override bool HasContactResponse(BulletBody obj) | 600 | public override bool HasContactResponse(BulletBody obj) |
443 | { | 601 | { |
444 | return BSAPICPP.HasContactResponse2(obj.ptr); | 602 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
603 | return BSAPICPP.HasContactResponse2(bodyu.ptr); | ||
445 | } | 604 | } |
446 | 605 | ||
447 | public override void SetCollisionShape(BulletWorld sim, BulletBody obj, BulletShape shape) | 606 | public override void SetCollisionShape(BulletWorld world, BulletBody obj, BulletShape shape) |
448 | { | 607 | { |
449 | BSAPICPP.SetCollisionShape2(sim.ptr, obj.ptr, shape.ptr); | 608 | BulletWorldUnman worldu = world as BulletWorldUnman; |
609 | BulletBodyUnman bodyu = obj as BulletBodyUnman; | ||
610 | BulletShapeUnman shapeu = shape as BulletShapeUnman; | ||
611 | if (worldu != null && bodyu != null) | ||
612 | { | ||
613 | // Special case to allow the caller to zero out the reference to any physical shape | ||
614 | if (shapeu != null) | ||
615 | BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, shapeu.ptr); | ||
616 | else | ||
617 | BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, IntPtr.Zero); | ||
618 | } | ||
450 | } | 619 | } |
451 | 620 | ||
452 | public override BulletShape GetCollisionShape(BulletBody obj) | 621 | public override BulletShape GetCollisionShape(BulletBody obj) |
453 | { | 622 | { |
454 | return new BulletShape(BSAPICPP.GetCollisionShape2(obj.ptr)); | 623 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
624 | return new BulletShapeUnman(BSAPICPP.GetCollisionShape2(bodyu.ptr), BSPhysicsShapeType.SHAPE_UNKNOWN); | ||
455 | } | 625 | } |
456 | 626 | ||
457 | public override int GetActivationState(BulletBody obj) | 627 | public override int GetActivationState(BulletBody obj) |
458 | { | 628 | { |
459 | return BSAPICPP.GetActivationState2(obj.ptr); | 629 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
630 | return BSAPICPP.GetActivationState2(bodyu.ptr); | ||
460 | } | 631 | } |
461 | 632 | ||
462 | public override void SetActivationState(BulletBody obj, int state) | 633 | public override void SetActivationState(BulletBody obj, int state) |
463 | { | 634 | { |
464 | BSAPICPP.SetActivationState2(obj.ptr, state); | 635 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
636 | BSAPICPP.SetActivationState2(bodyu.ptr, state); | ||
465 | } | 637 | } |
466 | 638 | ||
467 | public override void SetDeactivationTime(BulletBody obj, float dtime) | 639 | public override void SetDeactivationTime(BulletBody obj, float dtime) |
468 | { | 640 | { |
469 | BSAPICPP.SetDeactivationTime2(obj.ptr, dtime); | 641 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
642 | BSAPICPP.SetDeactivationTime2(bodyu.ptr, dtime); | ||
470 | } | 643 | } |
471 | 644 | ||
472 | public override float GetDeactivationTime(BulletBody obj) | 645 | public override float GetDeactivationTime(BulletBody obj) |
473 | { | 646 | { |
474 | return BSAPICPP.GetDeactivationTime2(obj.ptr); | 647 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
648 | return BSAPICPP.GetDeactivationTime2(bodyu.ptr); | ||
475 | } | 649 | } |
476 | 650 | ||
477 | public override void ForceActivationState(BulletBody obj, ActivationState state) | 651 | public override void ForceActivationState(BulletBody obj, ActivationState state) |
478 | { | 652 | { |
479 | BSAPICPP.ForceActivationState2(obj.ptr, state); | 653 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
654 | BSAPICPP.ForceActivationState2(bodyu.ptr, state); | ||
480 | } | 655 | } |
481 | 656 | ||
482 | public override void Activate(BulletBody obj, bool forceActivation) | 657 | public override void Activate(BulletBody obj, bool forceActivation) |
483 | { | 658 | { |
484 | BSAPICPP.Activate2(obj.ptr, forceActivation); | 659 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
660 | BSAPICPP.Activate2(bodyu.ptr, forceActivation); | ||
485 | } | 661 | } |
486 | 662 | ||
487 | public override bool IsActive(BulletBody obj) | 663 | public override bool IsActive(BulletBody obj) |
488 | { | 664 | { |
489 | return BSAPICPP.IsActive2(obj.ptr); | 665 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
666 | return BSAPICPP.IsActive2(bodyu.ptr); | ||
490 | } | 667 | } |
491 | 668 | ||
492 | public override void SetRestitution(BulletBody obj, float val) | 669 | public override void SetRestitution(BulletBody obj, float val) |
493 | { | 670 | { |
494 | BSAPICPP.SetRestitution2(obj.ptr, val); | 671 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
672 | BSAPICPP.SetRestitution2(bodyu.ptr, val); | ||
495 | } | 673 | } |
496 | 674 | ||
497 | public override float GetRestitution(BulletBody obj) | 675 | public override float GetRestitution(BulletBody obj) |
498 | { | 676 | { |
499 | return BSAPICPP.GetRestitution2(obj.ptr); | 677 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
678 | return BSAPICPP.GetRestitution2(bodyu.ptr); | ||
500 | } | 679 | } |
501 | 680 | ||
502 | public override void SetFriction(BulletBody obj, float val) | 681 | public override void SetFriction(BulletBody obj, float val) |
503 | { | 682 | { |
504 | BSAPICPP.SetFriction2(obj.ptr, val); | 683 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
684 | BSAPICPP.SetFriction2(bodyu.ptr, val); | ||
505 | } | 685 | } |
506 | 686 | ||
507 | public override float GetFriction(BulletBody obj) | 687 | public override float GetFriction(BulletBody obj) |
508 | { | 688 | { |
509 | return BSAPICPP.GetFriction2(obj.ptr); | 689 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
690 | return BSAPICPP.GetFriction2(bodyu.ptr); | ||
510 | } | 691 | } |
511 | 692 | ||
512 | public override Vector3 GetPosition(BulletBody obj) | 693 | public override Vector3 GetPosition(BulletBody obj) |
513 | { | 694 | { |
514 | return BSAPICPP.GetPosition2(obj.ptr); | 695 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
696 | return BSAPICPP.GetPosition2(bodyu.ptr); | ||
515 | } | 697 | } |
516 | 698 | ||
517 | public override Quaternion GetOrientation(BulletBody obj) | 699 | public override Quaternion GetOrientation(BulletBody obj) |
518 | { | 700 | { |
519 | return BSAPICPP.GetOrientation2(obj.ptr); | 701 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
702 | return BSAPICPP.GetOrientation2(bodyu.ptr); | ||
520 | } | 703 | } |
521 | 704 | ||
522 | public override void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation) | 705 | public override void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation) |
523 | { | 706 | { |
524 | BSAPICPP.SetTranslation2(obj.ptr, position, rotation); | 707 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
708 | BSAPICPP.SetTranslation2(bodyu.ptr, position, rotation); | ||
525 | } | 709 | } |
526 | 710 | ||
527 | /* | 711 | /* |
528 | public override IntPtr GetBroadphaseHandle(BulletBody obj) | 712 | public override IntPtr GetBroadphaseHandle(BulletBody obj) |
529 | { | 713 | { |
530 | return BSAPICPP.GetBroadphaseHandle2(obj.ptr); | 714 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
715 | return BSAPICPP.GetBroadphaseHandle2(bodyu.ptr); | ||
531 | } | 716 | } |
532 | 717 | ||
533 | public override void SetBroadphaseHandle(BulletBody obj, IntPtr handle) | 718 | public override void SetBroadphaseHandle(BulletBody obj, IntPtr handle) |
534 | { | 719 | { |
535 | BSAPICPP.SetUserPointer2(obj.ptr, handle); | 720 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
721 | BSAPICPP.SetUserPointer2(bodyu.ptr, handle); | ||
536 | } | 722 | } |
537 | */ | 723 | */ |
538 | 724 | ||
539 | public override void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel) | 725 | public override void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel) |
540 | { | 726 | { |
541 | BSAPICPP.SetInterpolationLinearVelocity2(obj.ptr, vel); | 727 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
728 | BSAPICPP.SetInterpolationLinearVelocity2(bodyu.ptr, vel); | ||
542 | } | 729 | } |
543 | 730 | ||
544 | public override void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel) | 731 | public override void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel) |
545 | { | 732 | { |
546 | BSAPICPP.SetInterpolationAngularVelocity2(obj.ptr, vel); | 733 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
734 | BSAPICPP.SetInterpolationAngularVelocity2(bodyu.ptr, vel); | ||
547 | } | 735 | } |
548 | 736 | ||
549 | public override void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel) | 737 | public override void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel) |
550 | { | 738 | { |
551 | BSAPICPP.SetInterpolationVelocity2(obj.ptr, linearVel, angularVel); | 739 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
740 | BSAPICPP.SetInterpolationVelocity2(bodyu.ptr, linearVel, angularVel); | ||
552 | } | 741 | } |
553 | 742 | ||
554 | public override float GetHitFraction(BulletBody obj) | 743 | public override float GetHitFraction(BulletBody obj) |
555 | { | 744 | { |
556 | return BSAPICPP.GetHitFraction2(obj.ptr); | 745 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
746 | return BSAPICPP.GetHitFraction2(bodyu.ptr); | ||
557 | } | 747 | } |
558 | 748 | ||
559 | public override void SetHitFraction(BulletBody obj, float val) | 749 | public override void SetHitFraction(BulletBody obj, float val) |
560 | { | 750 | { |
561 | BSAPICPP.SetHitFraction2(obj.ptr, val); | 751 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
752 | BSAPICPP.SetHitFraction2(bodyu.ptr, val); | ||
562 | } | 753 | } |
563 | 754 | ||
564 | public override CollisionFlags GetCollisionFlags(BulletBody obj) | 755 | public override CollisionFlags GetCollisionFlags(BulletBody obj) |
565 | { | 756 | { |
566 | return BSAPICPP.GetCollisionFlags2(obj.ptr); | 757 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
758 | return BSAPICPP.GetCollisionFlags2(bodyu.ptr); | ||
567 | } | 759 | } |
568 | 760 | ||
569 | public override CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags) | 761 | public override CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags) |
570 | { | 762 | { |
571 | return BSAPICPP.SetCollisionFlags2(obj.ptr, flags); | 763 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
764 | return BSAPICPP.SetCollisionFlags2(bodyu.ptr, flags); | ||
572 | } | 765 | } |
573 | 766 | ||
574 | public override CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags) | 767 | public override CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags) |
575 | { | 768 | { |
576 | return BSAPICPP.AddToCollisionFlags2(obj.ptr, flags); | 769 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
770 | return BSAPICPP.AddToCollisionFlags2(bodyu.ptr, flags); | ||
577 | } | 771 | } |
578 | 772 | ||
579 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags) | 773 | public override CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags) |
580 | { | 774 | { |
581 | return BSAPICPP.RemoveFromCollisionFlags2(obj.ptr, flags); | 775 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
776 | return BSAPICPP.RemoveFromCollisionFlags2(bodyu.ptr, flags); | ||
582 | } | 777 | } |
583 | 778 | ||
584 | public override float GetCcdMotionThreshold(BulletBody obj) | 779 | public override float GetCcdMotionThreshold(BulletBody obj) |
585 | { | 780 | { |
586 | return BSAPICPP.GetCcdMotionThreshold2(obj.ptr); | 781 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
782 | return BSAPICPP.GetCcdMotionThreshold2(bodyu.ptr); | ||
587 | } | 783 | } |
588 | 784 | ||
589 | 785 | ||
590 | public override void SetCcdMotionThreshold(BulletBody obj, float val) | 786 | public override void SetCcdMotionThreshold(BulletBody obj, float val) |
591 | { | 787 | { |
592 | BSAPICPP.SetCcdMotionThreshold2(obj.ptr, val); | 788 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
789 | BSAPICPP.SetCcdMotionThreshold2(bodyu.ptr, val); | ||
593 | } | 790 | } |
594 | 791 | ||
595 | public override float GetCcdSweptSphereRadius(BulletBody obj) | 792 | public override float GetCcdSweptSphereRadius(BulletBody obj) |
596 | { | 793 | { |
597 | return BSAPICPP.GetCcdSweptSphereRadius2(obj.ptr); | 794 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
795 | return BSAPICPP.GetCcdSweptSphereRadius2(bodyu.ptr); | ||
598 | } | 796 | } |
599 | 797 | ||
600 | public override void SetCcdSweptSphereRadius(BulletBody obj, float val) | 798 | public override void SetCcdSweptSphereRadius(BulletBody obj, float val) |
601 | { | 799 | { |
602 | BSAPICPP.SetCcdSweptSphereRadius2(obj.ptr, val); | 800 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
801 | BSAPICPP.SetCcdSweptSphereRadius2(bodyu.ptr, val); | ||
603 | } | 802 | } |
604 | 803 | ||
605 | public override IntPtr GetUserPointer(BulletBody obj) | 804 | public override IntPtr GetUserPointer(BulletBody obj) |
606 | { | 805 | { |
607 | return BSAPICPP.GetUserPointer2(obj.ptr); | 806 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
807 | return BSAPICPP.GetUserPointer2(bodyu.ptr); | ||
608 | } | 808 | } |
609 | 809 | ||
610 | public override void SetUserPointer(BulletBody obj, IntPtr val) | 810 | public override void SetUserPointer(BulletBody obj, IntPtr val) |
611 | { | 811 | { |
612 | BSAPICPP.SetUserPointer2(obj.ptr, val); | 812 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
813 | BSAPICPP.SetUserPointer2(bodyu.ptr, val); | ||
613 | } | 814 | } |
614 | 815 | ||
615 | // ===================================================================================== | 816 | // ===================================================================================== |
616 | // btRigidBody entries | 817 | // btRigidBody entries |
617 | public override void ApplyGravity(BulletBody obj) | 818 | public override void ApplyGravity(BulletBody obj) |
618 | { | 819 | { |
619 | BSAPICPP.ApplyGravity2(obj.ptr); | 820 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
821 | BSAPICPP.ApplyGravity2(bodyu.ptr); | ||
620 | } | 822 | } |
621 | 823 | ||
622 | public override void SetGravity(BulletBody obj, Vector3 val) | 824 | public override void SetGravity(BulletBody obj, Vector3 val) |
623 | { | 825 | { |
624 | BSAPICPP.SetGravity2(obj.ptr, val); | 826 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
827 | BSAPICPP.SetGravity2(bodyu.ptr, val); | ||
625 | } | 828 | } |
626 | 829 | ||
627 | public override Vector3 GetGravity(BulletBody obj) | 830 | public override Vector3 GetGravity(BulletBody obj) |
628 | { | 831 | { |
629 | return BSAPICPP.GetGravity2(obj.ptr); | 832 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
833 | return BSAPICPP.GetGravity2(bodyu.ptr); | ||
630 | } | 834 | } |
631 | 835 | ||
632 | public override void SetDamping(BulletBody obj, float lin_damping, float ang_damping) | 836 | public override void SetDamping(BulletBody obj, float lin_damping, float ang_damping) |
633 | { | 837 | { |
634 | BSAPICPP.SetDamping2(obj.ptr, lin_damping, ang_damping); | 838 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
839 | BSAPICPP.SetDamping2(bodyu.ptr, lin_damping, ang_damping); | ||
635 | } | 840 | } |
636 | 841 | ||
637 | public override void SetLinearDamping(BulletBody obj, float lin_damping) | 842 | public override void SetLinearDamping(BulletBody obj, float lin_damping) |
638 | { | 843 | { |
639 | BSAPICPP.SetLinearDamping2(obj.ptr, lin_damping); | 844 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
845 | BSAPICPP.SetLinearDamping2(bodyu.ptr, lin_damping); | ||
640 | } | 846 | } |
641 | 847 | ||
642 | public override void SetAngularDamping(BulletBody obj, float ang_damping) | 848 | public override void SetAngularDamping(BulletBody obj, float ang_damping) |
643 | { | 849 | { |
644 | BSAPICPP.SetAngularDamping2(obj.ptr, ang_damping); | 850 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
851 | BSAPICPP.SetAngularDamping2(bodyu.ptr, ang_damping); | ||
645 | } | 852 | } |
646 | 853 | ||
647 | public override float GetLinearDamping(BulletBody obj) | 854 | public override float GetLinearDamping(BulletBody obj) |
648 | { | 855 | { |
649 | return BSAPICPP.GetLinearDamping2(obj.ptr); | 856 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
857 | return BSAPICPP.GetLinearDamping2(bodyu.ptr); | ||
650 | } | 858 | } |
651 | 859 | ||
652 | public override float GetAngularDamping(BulletBody obj) | 860 | public override float GetAngularDamping(BulletBody obj) |
653 | { | 861 | { |
654 | return BSAPICPP.GetAngularDamping2(obj.ptr); | 862 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
863 | return BSAPICPP.GetAngularDamping2(bodyu.ptr); | ||
655 | } | 864 | } |
656 | 865 | ||
657 | public override float GetLinearSleepingThreshold(BulletBody obj) | 866 | public override float GetLinearSleepingThreshold(BulletBody obj) |
658 | { | 867 | { |
659 | return BSAPICPP.GetLinearSleepingThreshold2(obj.ptr); | 868 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
869 | return BSAPICPP.GetLinearSleepingThreshold2(bodyu.ptr); | ||
660 | } | 870 | } |
661 | 871 | ||
662 | public override void ApplyDamping(BulletBody obj, float timeStep) | 872 | public override void ApplyDamping(BulletBody obj, float timeStep) |
663 | { | 873 | { |
664 | BSAPICPP.ApplyDamping2(obj.ptr, timeStep); | 874 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
875 | BSAPICPP.ApplyDamping2(bodyu.ptr, timeStep); | ||
665 | } | 876 | } |
666 | 877 | ||
667 | public override void SetMassProps(BulletBody obj, float mass, Vector3 inertia) | 878 | public override void SetMassProps(BulletBody obj, float mass, Vector3 inertia) |
668 | { | 879 | { |
669 | BSAPICPP.SetMassProps2(obj.ptr, mass, inertia); | 880 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
881 | BSAPICPP.SetMassProps2(bodyu.ptr, mass, inertia); | ||
670 | } | 882 | } |
671 | 883 | ||
672 | public override Vector3 GetLinearFactor(BulletBody obj) | 884 | public override Vector3 GetLinearFactor(BulletBody obj) |
673 | { | 885 | { |
674 | return BSAPICPP.GetLinearFactor2(obj.ptr); | 886 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
887 | return BSAPICPP.GetLinearFactor2(bodyu.ptr); | ||
675 | } | 888 | } |
676 | 889 | ||
677 | public override void SetLinearFactor(BulletBody obj, Vector3 factor) | 890 | public override void SetLinearFactor(BulletBody obj, Vector3 factor) |
678 | { | 891 | { |
679 | BSAPICPP.SetLinearFactor2(obj.ptr, factor); | 892 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
893 | BSAPICPP.SetLinearFactor2(bodyu.ptr, factor); | ||
680 | } | 894 | } |
681 | 895 | ||
682 | public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot) | 896 | public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot) |
683 | { | 897 | { |
684 | BSAPICPP.SetCenterOfMassByPosRot2(obj.ptr, pos, rot); | 898 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
899 | BSAPICPP.SetCenterOfMassByPosRot2(bodyu.ptr, pos, rot); | ||
685 | } | 900 | } |
686 | 901 | ||
687 | // Add a force to the object as if its mass is one. | 902 | // Add a force to the object as if its mass is one. |
688 | public override void ApplyCentralForce(BulletBody obj, Vector3 force) | 903 | public override void ApplyCentralForce(BulletBody obj, Vector3 force) |
689 | { | 904 | { |
690 | BSAPICPP.ApplyCentralForce2(obj.ptr, force); | 905 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
906 | BSAPICPP.ApplyCentralForce2(bodyu.ptr, force); | ||
691 | } | 907 | } |
692 | 908 | ||
693 | // Set the force being applied to the object as if its mass is one. | 909 | // Set the force being applied to the object as if its mass is one. |
694 | public override void SetObjectForce(BulletBody obj, Vector3 force) | 910 | public override void SetObjectForce(BulletBody obj, Vector3 force) |
695 | { | 911 | { |
696 | BSAPICPP.SetObjectForce2(obj.ptr, force); | 912 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
913 | BSAPICPP.SetObjectForce2(bodyu.ptr, force); | ||
697 | } | 914 | } |
698 | 915 | ||
699 | public override Vector3 GetTotalForce(BulletBody obj) | 916 | public override Vector3 GetTotalForce(BulletBody obj) |
700 | { | 917 | { |
701 | return BSAPICPP.GetTotalForce2(obj.ptr); | 918 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
919 | return BSAPICPP.GetTotalForce2(bodyu.ptr); | ||
702 | } | 920 | } |
703 | 921 | ||
704 | public override Vector3 GetTotalTorque(BulletBody obj) | 922 | public override Vector3 GetTotalTorque(BulletBody obj) |
705 | { | 923 | { |
706 | return BSAPICPP.GetTotalTorque2(obj.ptr); | 924 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
925 | return BSAPICPP.GetTotalTorque2(bodyu.ptr); | ||
707 | } | 926 | } |
708 | 927 | ||
709 | public override Vector3 GetInvInertiaDiagLocal(BulletBody obj) | 928 | public override Vector3 GetInvInertiaDiagLocal(BulletBody obj) |
710 | { | 929 | { |
711 | return BSAPICPP.GetInvInertiaDiagLocal2(obj.ptr); | 930 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
931 | return BSAPICPP.GetInvInertiaDiagLocal2(bodyu.ptr); | ||
712 | } | 932 | } |
713 | 933 | ||
714 | public override void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert) | 934 | public override void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert) |
715 | { | 935 | { |
716 | BSAPICPP.SetInvInertiaDiagLocal2(obj.ptr, inert); | 936 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
937 | BSAPICPP.SetInvInertiaDiagLocal2(bodyu.ptr, inert); | ||
717 | } | 938 | } |
718 | 939 | ||
719 | public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold) | 940 | public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold) |
720 | { | 941 | { |
721 | BSAPICPP.SetSleepingThresholds2(obj.ptr, lin_threshold, ang_threshold); | 942 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
943 | BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold); | ||
722 | } | 944 | } |
723 | 945 | ||
724 | public override void ApplyTorque(BulletBody obj, Vector3 torque) | 946 | public override void ApplyTorque(BulletBody obj, Vector3 torque) |
725 | { | 947 | { |
726 | BSAPICPP.ApplyTorque2(obj.ptr, torque); | 948 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
949 | BSAPICPP.ApplyTorque2(bodyu.ptr, torque); | ||
727 | } | 950 | } |
728 | 951 | ||
729 | // Apply force at the given point. Will add torque to the object. | 952 | // Apply force at the given point. Will add torque to the object. |
730 | public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) | 953 | public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos) |
731 | { | 954 | { |
732 | BSAPICPP.ApplyForce2(obj.ptr, force, pos); | 955 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
956 | BSAPICPP.ApplyForce2(bodyu.ptr, force, pos); | ||
733 | } | 957 | } |
734 | 958 | ||
735 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. | 959 | // Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass. |
736 | public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) | 960 | public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp) |
737 | { | 961 | { |
738 | BSAPICPP.ApplyCentralImpulse2(obj.ptr, imp); | 962 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
963 | BSAPICPP.ApplyCentralImpulse2(bodyu.ptr, imp); | ||
739 | } | 964 | } |
740 | 965 | ||
741 | // Apply impulse to the object's torque. Force is scaled by object's mass. | 966 | // Apply impulse to the object's torque. Force is scaled by object's mass. |
742 | public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) | 967 | public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp) |
743 | { | 968 | { |
744 | BSAPICPP.ApplyTorqueImpulse2(obj.ptr, imp); | 969 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
970 | BSAPICPP.ApplyTorqueImpulse2(bodyu.ptr, imp); | ||
745 | } | 971 | } |
746 | 972 | ||
747 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. | 973 | // Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces. |
748 | public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos) | 974 | public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos) |
749 | { | 975 | { |
750 | BSAPICPP.ApplyImpulse2(obj.ptr, imp, pos); | 976 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
977 | BSAPICPP.ApplyImpulse2(bodyu.ptr, imp, pos); | ||
751 | } | 978 | } |
752 | 979 | ||
753 | public override void ClearForces(BulletBody obj) | 980 | public override void ClearForces(BulletBody obj) |
754 | { | 981 | { |
755 | BSAPICPP.ClearForces2(obj.ptr); | 982 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
983 | BSAPICPP.ClearForces2(bodyu.ptr); | ||
756 | } | 984 | } |
757 | 985 | ||
758 | public override void ClearAllForces(BulletBody obj) | 986 | public override void ClearAllForces(BulletBody obj) |
759 | { | 987 | { |
760 | BSAPICPP.ClearAllForces2(obj.ptr); | 988 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
989 | BSAPICPP.ClearAllForces2(bodyu.ptr); | ||
761 | } | 990 | } |
762 | 991 | ||
763 | public override void UpdateInertiaTensor(BulletBody obj) | 992 | public override void UpdateInertiaTensor(BulletBody obj) |
764 | { | 993 | { |
765 | BSAPICPP.UpdateInertiaTensor2(obj.ptr); | 994 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
995 | BSAPICPP.UpdateInertiaTensor2(bodyu.ptr); | ||
766 | } | 996 | } |
767 | 997 | ||
768 | public override Vector3 GetLinearVelocity(BulletBody obj) | 998 | public override Vector3 GetLinearVelocity(BulletBody obj) |
769 | { | 999 | { |
770 | return BSAPICPP.GetLinearVelocity2(obj.ptr); | 1000 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1001 | return BSAPICPP.GetLinearVelocity2(bodyu.ptr); | ||
771 | } | 1002 | } |
772 | 1003 | ||
773 | public override Vector3 GetAngularVelocity(BulletBody obj) | 1004 | public override Vector3 GetAngularVelocity(BulletBody obj) |
774 | { | 1005 | { |
775 | return BSAPICPP.GetAngularVelocity2(obj.ptr); | 1006 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1007 | return BSAPICPP.GetAngularVelocity2(bodyu.ptr); | ||
776 | } | 1008 | } |
777 | 1009 | ||
778 | public override void SetLinearVelocity(BulletBody obj, Vector3 vel) | 1010 | public override void SetLinearVelocity(BulletBody obj, Vector3 vel) |
779 | { | 1011 | { |
780 | BSAPICPP.SetLinearVelocity2(obj.ptr, vel); | 1012 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1013 | BSAPICPP.SetLinearVelocity2(bodyu.ptr, vel); | ||
781 | } | 1014 | } |
782 | 1015 | ||
783 | public override void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity) | 1016 | public override void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity) |
784 | { | 1017 | { |
785 | BSAPICPP.SetAngularVelocity2(obj.ptr, angularVelocity); | 1018 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1019 | BSAPICPP.SetAngularVelocity2(bodyu.ptr, angularVelocity); | ||
786 | } | 1020 | } |
787 | 1021 | ||
788 | public override Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos) | 1022 | public override Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos) |
789 | { | 1023 | { |
790 | return BSAPICPP.GetVelocityInLocalPoint2(obj.ptr, pos); | 1024 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1025 | return BSAPICPP.GetVelocityInLocalPoint2(bodyu.ptr, pos); | ||
791 | } | 1026 | } |
792 | 1027 | ||
793 | public override void Translate(BulletBody obj, Vector3 trans) | 1028 | public override void Translate(BulletBody obj, Vector3 trans) |
794 | { | 1029 | { |
795 | BSAPICPP.Translate2(obj.ptr, trans); | 1030 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1031 | BSAPICPP.Translate2(bodyu.ptr, trans); | ||
796 | } | 1032 | } |
797 | 1033 | ||
798 | public override void UpdateDeactivation(BulletBody obj, float timeStep) | 1034 | public override void UpdateDeactivation(BulletBody obj, float timeStep) |
799 | { | 1035 | { |
800 | BSAPICPP.UpdateDeactivation2(obj.ptr, timeStep); | 1036 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1037 | BSAPICPP.UpdateDeactivation2(bodyu.ptr, timeStep); | ||
801 | } | 1038 | } |
802 | 1039 | ||
803 | public override bool WantsSleeping(BulletBody obj) | 1040 | public override bool WantsSleeping(BulletBody obj) |
804 | { | 1041 | { |
805 | return BSAPICPP.WantsSleeping2(obj.ptr); | 1042 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1043 | return BSAPICPP.WantsSleeping2(bodyu.ptr); | ||
806 | } | 1044 | } |
807 | 1045 | ||
808 | public override void SetAngularFactor(BulletBody obj, float factor) | 1046 | public override void SetAngularFactor(BulletBody obj, float factor) |
809 | { | 1047 | { |
810 | BSAPICPP.SetAngularFactor2(obj.ptr, factor); | 1048 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1049 | BSAPICPP.SetAngularFactor2(bodyu.ptr, factor); | ||
811 | } | 1050 | } |
812 | 1051 | ||
813 | public override void SetAngularFactorV(BulletBody obj, Vector3 factor) | 1052 | public override void SetAngularFactorV(BulletBody obj, Vector3 factor) |
814 | { | 1053 | { |
815 | BSAPICPP.SetAngularFactorV2(obj.ptr, factor); | 1054 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1055 | BSAPICPP.SetAngularFactorV2(bodyu.ptr, factor); | ||
816 | } | 1056 | } |
817 | 1057 | ||
818 | public override Vector3 GetAngularFactor(BulletBody obj) | 1058 | public override Vector3 GetAngularFactor(BulletBody obj) |
819 | { | 1059 | { |
820 | return BSAPICPP.GetAngularFactor2(obj.ptr); | 1060 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1061 | return BSAPICPP.GetAngularFactor2(bodyu.ptr); | ||
821 | } | 1062 | } |
822 | 1063 | ||
823 | public override bool IsInWorld(BulletBody obj) | 1064 | public override bool IsInWorld(BulletBody obj) |
824 | { | 1065 | { |
825 | return BSAPICPP.IsInWorld2(obj.ptr); | 1066 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1067 | return BSAPICPP.IsInWorld2(bodyu.ptr); | ||
826 | } | 1068 | } |
827 | 1069 | ||
828 | public override void AddConstraintRef(BulletBody obj, BulletConstraint constrain) | 1070 | public override void AddConstraintRef(BulletBody obj, BulletConstraint constrain) |
829 | { | 1071 | { |
830 | BSAPICPP.AddConstraintRef2(obj.ptr, constrain.ptr); | 1072 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1073 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
1074 | BSAPICPP.AddConstraintRef2(bodyu.ptr, constrainu.ptr); | ||
831 | } | 1075 | } |
832 | 1076 | ||
833 | public override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain) | 1077 | public override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain) |
834 | { | 1078 | { |
835 | BSAPICPP.RemoveConstraintRef2(obj.ptr, constrain.ptr); | 1079 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1080 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
1081 | BSAPICPP.RemoveConstraintRef2(bodyu.ptr, constrainu.ptr); | ||
836 | } | 1082 | } |
837 | 1083 | ||
838 | public override BulletConstraint GetConstraintRef(BulletBody obj, int index) | 1084 | public override BulletConstraint GetConstraintRef(BulletBody obj, int index) |
839 | { | 1085 | { |
840 | return new BulletConstraint(BSAPICPP.GetConstraintRef2(obj.ptr, index)); | 1086 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1087 | return new BulletConstraintUnman(BSAPICPP.GetConstraintRef2(bodyu.ptr, index)); | ||
841 | } | 1088 | } |
842 | 1089 | ||
843 | public override int GetNumConstraintRefs(BulletBody obj) | 1090 | public override int GetNumConstraintRefs(BulletBody obj) |
844 | { | 1091 | { |
845 | return BSAPICPP.GetNumConstraintRefs2(obj.ptr); | 1092 | BulletBodyUnman bodyu = obj as BulletBodyUnman; |
1093 | return BSAPICPP.GetNumConstraintRefs2(bodyu.ptr); | ||
846 | } | 1094 | } |
847 | 1095 | ||
848 | public override bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask) | 1096 | public override bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask) |
849 | { | 1097 | { |
850 | return BSAPICPP.SetCollisionGroupMask2(body.ptr, filter, mask); | 1098 | BulletBodyUnman bodyu = body as BulletBodyUnman; |
1099 | return BSAPICPP.SetCollisionGroupMask2(bodyu.ptr, filter, mask); | ||
851 | } | 1100 | } |
852 | 1101 | ||
853 | // ===================================================================================== | 1102 | // ===================================================================================== |
@@ -855,114 +1104,139 @@ public override bool SetCollisionGroupMask(BulletBody body, uint filter, uint ma | |||
855 | 1104 | ||
856 | public override float GetAngularMotionDisc(BulletShape shape) | 1105 | public override float GetAngularMotionDisc(BulletShape shape) |
857 | { | 1106 | { |
858 | return BSAPICPP.GetAngularMotionDisc2(shape.ptr); | 1107 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1108 | return BSAPICPP.GetAngularMotionDisc2(shapeu.ptr); | ||
859 | } | 1109 | } |
860 | 1110 | ||
861 | public override float GetContactBreakingThreshold(BulletShape shape, float defaultFactor) | 1111 | public override float GetContactBreakingThreshold(BulletShape shape, float defaultFactor) |
862 | { | 1112 | { |
863 | return BSAPICPP.GetContactBreakingThreshold2(shape.ptr, defaultFactor); | 1113 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1114 | return BSAPICPP.GetContactBreakingThreshold2(shapeu.ptr, defaultFactor); | ||
864 | } | 1115 | } |
865 | 1116 | ||
866 | public override bool IsPolyhedral(BulletShape shape) | 1117 | public override bool IsPolyhedral(BulletShape shape) |
867 | { | 1118 | { |
868 | return BSAPICPP.IsPolyhedral2(shape.ptr); | 1119 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1120 | return BSAPICPP.IsPolyhedral2(shapeu.ptr); | ||
869 | } | 1121 | } |
870 | 1122 | ||
871 | public override bool IsConvex2d(BulletShape shape) | 1123 | public override bool IsConvex2d(BulletShape shape) |
872 | { | 1124 | { |
873 | return BSAPICPP.IsConvex2d2(shape.ptr); | 1125 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1126 | return BSAPICPP.IsConvex2d2(shapeu.ptr); | ||
874 | } | 1127 | } |
875 | 1128 | ||
876 | public override bool IsConvex(BulletShape shape) | 1129 | public override bool IsConvex(BulletShape shape) |
877 | { | 1130 | { |
878 | return BSAPICPP.IsConvex2(shape.ptr); | 1131 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1132 | return BSAPICPP.IsConvex2(shapeu.ptr); | ||
879 | } | 1133 | } |
880 | 1134 | ||
881 | public override bool IsNonMoving(BulletShape shape) | 1135 | public override bool IsNonMoving(BulletShape shape) |
882 | { | 1136 | { |
883 | return BSAPICPP.IsNonMoving2(shape.ptr); | 1137 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1138 | return BSAPICPP.IsNonMoving2(shapeu.ptr); | ||
884 | } | 1139 | } |
885 | 1140 | ||
886 | public override bool IsConcave(BulletShape shape) | 1141 | public override bool IsConcave(BulletShape shape) |
887 | { | 1142 | { |
888 | return BSAPICPP.IsConcave2(shape.ptr); | 1143 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1144 | return BSAPICPP.IsConcave2(shapeu.ptr); | ||
889 | } | 1145 | } |
890 | 1146 | ||
891 | public override bool IsCompound(BulletShape shape) | 1147 | public override bool IsCompound(BulletShape shape) |
892 | { | 1148 | { |
893 | return BSAPICPP.IsCompound2(shape.ptr); | 1149 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1150 | return BSAPICPP.IsCompound2(shapeu.ptr); | ||
894 | } | 1151 | } |
895 | 1152 | ||
896 | public override bool IsSoftBody(BulletShape shape) | 1153 | public override bool IsSoftBody(BulletShape shape) |
897 | { | 1154 | { |
898 | return BSAPICPP.IsSoftBody2(shape.ptr); | 1155 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1156 | return BSAPICPP.IsSoftBody2(shapeu.ptr); | ||
899 | } | 1157 | } |
900 | 1158 | ||
901 | public override bool IsInfinite(BulletShape shape) | 1159 | public override bool IsInfinite(BulletShape shape) |
902 | { | 1160 | { |
903 | return BSAPICPP.IsInfinite2(shape.ptr); | 1161 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1162 | return BSAPICPP.IsInfinite2(shapeu.ptr); | ||
904 | } | 1163 | } |
905 | 1164 | ||
906 | public override void SetLocalScaling(BulletShape shape, Vector3 scale) | 1165 | public override void SetLocalScaling(BulletShape shape, Vector3 scale) |
907 | { | 1166 | { |
908 | BSAPICPP.SetLocalScaling2(shape.ptr, scale); | 1167 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1168 | BSAPICPP.SetLocalScaling2(shapeu.ptr, scale); | ||
909 | } | 1169 | } |
910 | 1170 | ||
911 | public override Vector3 GetLocalScaling(BulletShape shape) | 1171 | public override Vector3 GetLocalScaling(BulletShape shape) |
912 | { | 1172 | { |
913 | return BSAPICPP.GetLocalScaling2(shape.ptr); | 1173 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1174 | return BSAPICPP.GetLocalScaling2(shapeu.ptr); | ||
914 | } | 1175 | } |
915 | 1176 | ||
916 | public override Vector3 CalculateLocalInertia(BulletShape shape, float mass) | 1177 | public override Vector3 CalculateLocalInertia(BulletShape shape, float mass) |
917 | { | 1178 | { |
918 | return BSAPICPP.CalculateLocalInertia2(shape.ptr, mass); | 1179 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1180 | return BSAPICPP.CalculateLocalInertia2(shapeu.ptr, mass); | ||
919 | } | 1181 | } |
920 | 1182 | ||
921 | public override int GetShapeType(BulletShape shape) | 1183 | public override int GetShapeType(BulletShape shape) |
922 | { | 1184 | { |
923 | return BSAPICPP.GetShapeType2(shape.ptr); | 1185 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1186 | return BSAPICPP.GetShapeType2(shapeu.ptr); | ||
924 | } | 1187 | } |
925 | 1188 | ||
926 | public override void SetMargin(BulletShape shape, float val) | 1189 | public override void SetMargin(BulletShape shape, float val) |
927 | { | 1190 | { |
928 | BSAPICPP.SetMargin2(shape.ptr, val); | 1191 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1192 | BSAPICPP.SetMargin2(shapeu.ptr, val); | ||
929 | } | 1193 | } |
930 | 1194 | ||
931 | public override float GetMargin(BulletShape shape) | 1195 | public override float GetMargin(BulletShape shape) |
932 | { | 1196 | { |
933 | return BSAPICPP.GetMargin2(shape.ptr); | 1197 | BulletShapeUnman shapeu = shape as BulletShapeUnman; |
1198 | return BSAPICPP.GetMargin2(shapeu.ptr); | ||
934 | } | 1199 | } |
935 | 1200 | ||
936 | // ===================================================================================== | 1201 | // ===================================================================================== |
937 | // Debugging | 1202 | // Debugging |
938 | public override void DumpRigidBody(BulletWorld sim, BulletBody collisionObject) | 1203 | public override void DumpRigidBody(BulletWorld world, BulletBody collisionObject) |
939 | { | 1204 | { |
940 | BSAPICPP.DumpRigidBody2(sim.ptr, collisionObject.ptr); | 1205 | BulletWorldUnman worldu = world as BulletWorldUnman; |
1206 | BulletBodyUnman bodyu = collisionObject as BulletBodyUnman; | ||
1207 | BSAPICPP.DumpRigidBody2(worldu.ptr, bodyu.ptr); | ||
941 | } | 1208 | } |
942 | 1209 | ||
943 | public override void DumpCollisionShape(BulletWorld sim, BulletShape collisionShape) | 1210 | public override void DumpCollisionShape(BulletWorld world, BulletShape collisionShape) |
944 | { | 1211 | { |
945 | BSAPICPP.DumpCollisionShape2(sim.ptr, collisionShape.ptr); | 1212 | BulletWorldUnman worldu = world as BulletWorldUnman; |
1213 | BulletShapeUnman shapeu = collisionShape as BulletShapeUnman; | ||
1214 | BSAPICPP.DumpCollisionShape2(worldu.ptr, shapeu.ptr); | ||
946 | } | 1215 | } |
947 | 1216 | ||
948 | public override void DumpConstraint(BulletWorld sim, BulletConstraint constrain) | 1217 | public override void DumpConstraint(BulletWorld world, BulletConstraint constrain) |
949 | { | 1218 | { |
950 | BSAPICPP.DumpConstraint2(sim.ptr, constrain.ptr); | 1219 | BulletWorldUnman worldu = world as BulletWorldUnman; |
1220 | BulletConstraintUnman constrainu = constrain as BulletConstraintUnman; | ||
1221 | BSAPICPP.DumpConstraint2(worldu.ptr, constrainu.ptr); | ||
951 | } | 1222 | } |
952 | 1223 | ||
953 | public override void DumpActivationInfo(BulletWorld sim) | 1224 | public override void DumpActivationInfo(BulletWorld world) |
954 | { | 1225 | { |
955 | BSAPICPP.DumpActivationInfo2(sim.ptr); | 1226 | BulletWorldUnman worldu = world as BulletWorldUnman; |
1227 | BSAPICPP.DumpActivationInfo2(worldu.ptr); | ||
956 | } | 1228 | } |
957 | 1229 | ||
958 | public override void DumpAllInfo(BulletWorld sim) | 1230 | public override void DumpAllInfo(BulletWorld world) |
959 | { | 1231 | { |
960 | BSAPICPP.DumpAllInfo2(sim.ptr); | 1232 | BulletWorldUnman worldu = world as BulletWorldUnman; |
1233 | BSAPICPP.DumpAllInfo2(worldu.ptr); | ||
961 | } | 1234 | } |
962 | 1235 | ||
963 | public override void DumpPhysicsStatistics(BulletWorld sim) | 1236 | public override void DumpPhysicsStatistics(BulletWorld world) |
964 | { | 1237 | { |
965 | BSAPICPP.DumpPhysicsStatistics2(sim.ptr); | 1238 | BulletWorldUnman worldu = world as BulletWorldUnman; |
1239 | BSAPICPP.DumpPhysicsStatistics2(worldu.ptr); | ||
966 | } | 1240 | } |
967 | 1241 | ||
968 | 1242 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs index 8ed791e..f70ad30 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs | |||
@@ -29,11 +29,1287 @@ using System.Collections.Generic; | |||
29 | using System.Linq; | 29 | using System.Linq; |
30 | using System.Text; | 30 | using System.Text; |
31 | 31 | ||
32 | using BulletXNA; | ||
33 | using BulletXNA.LinearMath; | ||
34 | using BulletXNA.BulletCollision; | ||
35 | using BulletXNA.BulletDynamics; | ||
36 | using BulletXNA.BulletCollision.CollisionDispatch; | ||
37 | |||
38 | using OpenMetaverse; | ||
39 | |||
32 | namespace OpenSim.Region.Physics.BulletSPlugin | 40 | namespace OpenSim.Region.Physics.BulletSPlugin |
33 | { | 41 | { |
34 | /* | 42 | /* |
35 | public sealed class BSAPIXNA : BSAPITemplate | 43 | public sealed class BSAPIXNA : BSAPITemplate |
36 | { | 44 | { |
45 | private static int m_collisionsThisFrame; | ||
46 | private BSScene PhysicsScene { get; set; } | ||
47 | |||
48 | public override string BulletEngineName { get { return "BulletXNA"; } } | ||
49 | public override string BulletEngineVersion { get; protected set; } | ||
50 | |||
51 | public BSAPIXNA(string paramName, BSScene physScene) | ||
52 | { | ||
53 | PhysicsScene = physScene; | ||
54 | } | ||
55 | |||
56 | /// <summary> | ||
57 | /// | ||
58 | /// </summary> | ||
59 | /// <param name="p"></param> | ||
60 | /// <param name="p_2"></param> | ||
61 | public override bool RemoveObjectFromWorld2(object pWorld, object pBody) | ||
62 | { | ||
63 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
64 | RigidBody body = pBody as RigidBody; | ||
65 | world.RemoveRigidBody(body); | ||
66 | return true; | ||
67 | } | ||
68 | |||
69 | public override void SetRestitution2(object pBody, float pRestitution) | ||
70 | { | ||
71 | RigidBody body = pBody as RigidBody; | ||
72 | body.SetRestitution(pRestitution); | ||
73 | } | ||
74 | |||
75 | public override void SetMargin2(object pShape, float pMargin) | ||
76 | { | ||
77 | CollisionShape shape = pShape as CollisionShape; | ||
78 | shape.SetMargin(pMargin); | ||
79 | } | ||
80 | |||
81 | public override void SetLocalScaling2(object pShape, Vector3 pScale) | ||
82 | { | ||
83 | CollisionShape shape = pShape as CollisionShape; | ||
84 | IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
85 | shape.SetLocalScaling(ref vec); | ||
86 | |||
87 | } | ||
88 | |||
89 | public override void SetContactProcessingThreshold2(object pBody, float contactprocessingthreshold) | ||
90 | { | ||
91 | RigidBody body = pBody as RigidBody; | ||
92 | body.SetContactProcessingThreshold(contactprocessingthreshold); | ||
93 | } | ||
94 | |||
95 | public override void SetCcdMotionThreshold2(object pBody, float pccdMotionThreashold) | ||
96 | { | ||
97 | RigidBody body = pBody as RigidBody; | ||
98 | body.SetCcdMotionThreshold(pccdMotionThreashold); | ||
99 | } | ||
100 | |||
101 | public override void SetCcdSweptSphereRadius2(object pBody, float pCcdSweptSphereRadius) | ||
102 | { | ||
103 | RigidBody body = pBody as RigidBody; | ||
104 | body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); | ||
105 | } | ||
106 | |||
107 | public override void SetAngularFactorV2(object pBody, Vector3 pAngularFactor) | ||
108 | { | ||
109 | RigidBody body = pBody as RigidBody; | ||
110 | body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); | ||
111 | } | ||
112 | |||
113 | public override CollisionFlags AddToCollisionFlags2(object pBody, CollisionFlags pcollisionFlags) | ||
114 | { | ||
115 | CollisionObject body = pBody as CollisionObject; | ||
116 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
117 | existingcollisionFlags |= pcollisionFlags; | ||
118 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
119 | return (CollisionFlags) (uint) existingcollisionFlags; | ||
120 | } | ||
121 | |||
122 | public override void AddObjectToWorld2(object pWorld, object pBody) | ||
123 | { | ||
124 | RigidBody body = pBody as RigidBody; | ||
125 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
126 | //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) | ||
127 | |||
128 | world.AddRigidBody(body); | ||
129 | |||
130 | //if (body.GetBroadphaseHandle() != null) | ||
131 | // world.UpdateSingleAabb(body); | ||
132 | } | ||
133 | |||
134 | public override void AddObjectToWorld2(object pWorld, object pBody, Vector3 _position, Quaternion _orientation) | ||
135 | { | ||
136 | RigidBody body = pBody as RigidBody; | ||
137 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
138 | //if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE)) | ||
139 | |||
140 | world.AddRigidBody(body); | ||
141 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
142 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
143 | _orientation.W); | ||
144 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
145 | mat._origin = vposition; | ||
146 | body.SetWorldTransform(mat); | ||
147 | //if (body.GetBroadphaseHandle() != null) | ||
148 | // world.UpdateSingleAabb(body); | ||
149 | } | ||
150 | |||
151 | public override void ForceActivationState2(object pBody, ActivationState pActivationState) | ||
152 | { | ||
153 | CollisionObject body = pBody as CollisionObject; | ||
154 | body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); | ||
155 | } | ||
156 | |||
157 | public override void UpdateSingleAabb2(object pWorld, object pBody) | ||
158 | { | ||
159 | CollisionObject body = pBody as CollisionObject; | ||
160 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
161 | world.UpdateSingleAabb(body); | ||
162 | } | ||
163 | |||
164 | public override bool SetCollisionGroupMask2(object pBody, uint pGroup, uint pMask) | ||
165 | { | ||
166 | RigidBody body = pBody as RigidBody; | ||
167 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
168 | body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; | ||
169 | if ((uint) body.GetBroadphaseHandle().m_collisionFilterGroup == 0) | ||
170 | return false; | ||
171 | return true; | ||
172 | } | ||
173 | |||
174 | public override void ClearAllForces2(object pBody) | ||
175 | { | ||
176 | CollisionObject body = pBody as CollisionObject; | ||
177 | IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); | ||
178 | body.SetInterpolationLinearVelocity(ref zeroVector); | ||
179 | body.SetInterpolationAngularVelocity(ref zeroVector); | ||
180 | IndexedMatrix bodytransform = body.GetWorldTransform(); | ||
181 | |||
182 | body.SetInterpolationWorldTransform(ref bodytransform); | ||
183 | |||
184 | if (body is RigidBody) | ||
185 | { | ||
186 | RigidBody rigidbody = body as RigidBody; | ||
187 | rigidbody.SetLinearVelocity(zeroVector); | ||
188 | rigidbody.SetAngularVelocity(zeroVector); | ||
189 | rigidbody.ClearForces(); | ||
190 | } | ||
191 | } | ||
192 | |||
193 | public override void SetInterpolationAngularVelocity2(object pBody, Vector3 pVector3) | ||
194 | { | ||
195 | RigidBody body = pBody as RigidBody; | ||
196 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
197 | body.SetInterpolationAngularVelocity(ref vec); | ||
198 | } | ||
199 | |||
200 | public override void SetAngularVelocity2(object pBody, Vector3 pVector3) | ||
201 | { | ||
202 | RigidBody body = pBody as RigidBody; | ||
203 | IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); | ||
204 | body.SetAngularVelocity(ref vec); | ||
205 | } | ||
206 | |||
207 | public override void ClearForces2(object pBody) | ||
208 | { | ||
209 | RigidBody body = pBody as RigidBody; | ||
210 | body.ClearForces(); | ||
211 | } | ||
212 | |||
213 | public override void SetTranslation2(object pBody, Vector3 _position, Quaternion _orientation) | ||
214 | { | ||
215 | RigidBody body = pBody as RigidBody; | ||
216 | IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); | ||
217 | IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, | ||
218 | _orientation.W); | ||
219 | IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); | ||
220 | mat._origin = vposition; | ||
221 | body.SetWorldTransform(mat); | ||
222 | |||
223 | } | ||
224 | |||
225 | public override Vector3 GetPosition2(object pBody) | ||
226 | { | ||
227 | RigidBody body = pBody as RigidBody; | ||
228 | IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin; | ||
229 | return new Vector3(pos.X, pos.Y, pos.Z); | ||
230 | } | ||
231 | |||
232 | public override Vector3 CalculateLocalInertia2(object pShape, float pphysMass) | ||
233 | { | ||
234 | CollisionShape shape = pShape as CollisionShape; | ||
235 | IndexedVector3 inertia = IndexedVector3.Zero; | ||
236 | shape.CalculateLocalInertia(pphysMass, out inertia); | ||
237 | return new Vector3(inertia.X, inertia.Y, inertia.Z); | ||
238 | } | ||
239 | |||
240 | public override void SetMassProps2(object pBody, float pphysMass, Vector3 plocalInertia) | ||
241 | { | ||
242 | RigidBody body = pBody as RigidBody; | ||
243 | IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); | ||
244 | body.SetMassProps(pphysMass, inertia); | ||
245 | } | ||
246 | |||
247 | |||
248 | public override void SetObjectForce2(object pBody, Vector3 _force) | ||
249 | { | ||
250 | RigidBody body = pBody as RigidBody; | ||
251 | IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); | ||
252 | body.SetTotalForce(ref force); | ||
253 | } | ||
254 | |||
255 | public override void SetFriction2(object pBody, float _currentFriction) | ||
256 | { | ||
257 | RigidBody body = pBody as RigidBody; | ||
258 | body.SetFriction(_currentFriction); | ||
259 | } | ||
260 | |||
261 | public override void SetLinearVelocity2(object pBody, Vector3 _velocity) | ||
262 | { | ||
263 | RigidBody body = pBody as RigidBody; | ||
264 | IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); | ||
265 | body.SetLinearVelocity(velocity); | ||
266 | } | ||
267 | |||
268 | public override void Activate2(object pBody, bool pforceactivation) | ||
269 | { | ||
270 | RigidBody body = pBody as RigidBody; | ||
271 | body.Activate(pforceactivation); | ||
272 | |||
273 | } | ||
274 | |||
275 | public override Quaternion GetOrientation2(object pBody) | ||
276 | { | ||
277 | RigidBody body = pBody as RigidBody; | ||
278 | IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation(); | ||
279 | return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); | ||
280 | } | ||
281 | |||
282 | public override CollisionFlags RemoveFromCollisionFlags2(object pBody, CollisionFlags pcollisionFlags) | ||
283 | { | ||
284 | RigidBody body = pBody as RigidBody; | ||
285 | CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags(); | ||
286 | existingcollisionFlags &= ~pcollisionFlags; | ||
287 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); | ||
288 | return (CollisionFlags)(uint)existingcollisionFlags; | ||
289 | } | ||
290 | |||
291 | public override void SetGravity2(object pBody, Vector3 pGravity) | ||
292 | { | ||
293 | RigidBody body = pBody as RigidBody; | ||
294 | IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); | ||
295 | body.SetGravity(gravity); | ||
296 | } | ||
297 | |||
298 | public override bool DestroyConstraint2(object pBody, object pConstraint) | ||
299 | { | ||
300 | RigidBody body = pBody as RigidBody; | ||
301 | TypedConstraint constraint = pConstraint as TypedConstraint; | ||
302 | body.RemoveConstraintRef(constraint); | ||
303 | return true; | ||
304 | } | ||
305 | |||
306 | public override bool SetLinearLimits2(object pConstraint, Vector3 low, Vector3 high) | ||
307 | { | ||
308 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
309 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
310 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
311 | constraint.SetLinearLowerLimit(lowlimit); | ||
312 | constraint.SetLinearUpperLimit(highlimit); | ||
313 | return true; | ||
314 | } | ||
315 | |||
316 | public override bool SetAngularLimits2(object pConstraint, Vector3 low, Vector3 high) | ||
317 | { | ||
318 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
319 | IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); | ||
320 | IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); | ||
321 | constraint.SetAngularLowerLimit(lowlimit); | ||
322 | constraint.SetAngularUpperLimit(highlimit); | ||
323 | return true; | ||
324 | } | ||
325 | |||
326 | public override void SetConstraintNumSolverIterations2(object pConstraint, float cnt) | ||
327 | { | ||
328 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
329 | constraint.SetOverrideNumSolverIterations((int)cnt); | ||
330 | } | ||
331 | |||
332 | public override void CalculateTransforms2(object pConstraint) | ||
333 | { | ||
334 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
335 | constraint.CalculateTransforms(); | ||
336 | } | ||
337 | |||
338 | public override void SetConstraintEnable2(object pConstraint, float p_2) | ||
339 | { | ||
340 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
341 | constraint.SetEnabled((p_2 == 0) ? false : true); | ||
342 | } | ||
343 | |||
344 | |||
345 | //BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,frame1, frame1rot,frame2, frame2rot,useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies)); | ||
346 | public override object Create6DofConstraint2(object pWorld, object pBody1, object pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
347 | |||
348 | { | ||
349 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
350 | RigidBody body1 = pBody1 as RigidBody; | ||
351 | RigidBody body2 = pBody2 as RigidBody; | ||
352 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
353 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
354 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
355 | frame1._origin = frame1v; | ||
356 | |||
357 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
358 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
359 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
360 | frame2._origin = frame1v; | ||
361 | |||
362 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, | ||
363 | puseLinearReferenceFrameA); | ||
364 | consttr.CalculateTransforms(); | ||
365 | world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); | ||
366 | |||
367 | return consttr; | ||
368 | } | ||
369 | |||
370 | |||
371 | /// <summary> | ||
372 | /// | ||
373 | /// </summary> | ||
374 | /// <param name="pWorld"></param> | ||
375 | /// <param name="pBody1"></param> | ||
376 | /// <param name="pBody2"></param> | ||
377 | /// <param name="pjoinPoint"></param> | ||
378 | /// <param name="puseLinearReferenceFrameA"></param> | ||
379 | /// <param name="pdisableCollisionsBetweenLinkedBodies"></param> | ||
380 | /// <returns></returns> | ||
381 | public override object Create6DofConstraintToPoint2(object pWorld, object pBody1, object pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
382 | { | ||
383 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
384 | RigidBody body1 = pBody1 as RigidBody; | ||
385 | RigidBody body2 = pBody2 as RigidBody; | ||
386 | IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
387 | IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); | ||
388 | |||
389 | IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
390 | IndexedMatrix mat = IndexedMatrix.Identity; | ||
391 | mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); | ||
392 | frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint; | ||
393 | frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint; | ||
394 | |||
395 | Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); | ||
396 | consttr.CalculateTransforms(); | ||
397 | world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies); | ||
398 | |||
399 | return consttr; | ||
400 | } | ||
401 | //SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); | ||
402 | public override void SetFrames2(object pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) | ||
403 | { | ||
404 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
405 | IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); | ||
406 | IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); | ||
407 | IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); | ||
408 | frame1._origin = frame1v; | ||
409 | |||
410 | IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); | ||
411 | IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); | ||
412 | IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); | ||
413 | frame2._origin = frame1v; | ||
414 | constraint.SetFrames(ref frame1, ref frame2); | ||
415 | } | ||
416 | |||
417 | |||
418 | |||
419 | |||
420 | public override bool IsInWorld2(object pWorld, object pShapeObj) | ||
421 | { | ||
422 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
423 | CollisionObject shape = pShapeObj as CollisionObject; | ||
424 | return world.IsInWorld(shape); | ||
425 | } | ||
426 | |||
427 | public override void SetInterpolationLinearVelocity2(object pBody, Vector3 VehicleVelocity) | ||
428 | { | ||
429 | RigidBody body = pBody as RigidBody; | ||
430 | IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); | ||
431 | body.SetInterpolationLinearVelocity(ref velocity); | ||
432 | } | ||
433 | |||
434 | public override bool UseFrameOffset2(object pConstraint, float onOff) | ||
435 | { | ||
436 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
437 | constraint.SetUseFrameOffset((onOff == 0) ? false : true); | ||
438 | return true; | ||
439 | } | ||
440 | //SetBreakingImpulseThreshold2(m_constraint.ptr, threshold); | ||
441 | public override bool SetBreakingImpulseThreshold2(object pConstraint, float threshold) | ||
442 | { | ||
443 | Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint; | ||
444 | constraint.SetBreakingImpulseThreshold(threshold); | ||
445 | return true; | ||
446 | } | ||
447 | //BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping); | ||
448 | public override void SetAngularDamping2(object pBody, float angularDamping) | ||
449 | { | ||
450 | RigidBody body = pBody as RigidBody; | ||
451 | float lineardamping = body.GetLinearDamping(); | ||
452 | body.SetDamping(lineardamping, angularDamping); | ||
453 | |||
454 | } | ||
455 | |||
456 | public override void UpdateInertiaTensor2(object pBody) | ||
457 | { | ||
458 | RigidBody body = pBody as RigidBody; | ||
459 | body.UpdateInertiaTensor(); | ||
460 | } | ||
461 | |||
462 | public override void RecalculateCompoundShapeLocalAabb2( object pCompoundShape) | ||
463 | { | ||
464 | |||
465 | CompoundShape shape = pCompoundShape as CompoundShape; | ||
466 | shape.RecalculateLocalAabb(); | ||
467 | } | ||
468 | |||
469 | //BulletSimAPI.GetCollisionFlags2(PhysBody.ptr) | ||
470 | public override CollisionFlags GetCollisionFlags2(object pBody) | ||
471 | { | ||
472 | RigidBody body = pBody as RigidBody; | ||
473 | uint flags = (uint)body.GetCollisionFlags(); | ||
474 | return (CollisionFlags) flags; | ||
475 | } | ||
476 | |||
477 | public override void SetDamping2(object pBody, float pLinear, float pAngular) | ||
478 | { | ||
479 | RigidBody body = pBody as RigidBody; | ||
480 | body.SetDamping(pLinear, pAngular); | ||
481 | } | ||
482 | //PhysBody.ptr, PhysicsScene.Params.deactivationTime); | ||
483 | public override void SetDeactivationTime2(object pBody, float pDeactivationTime) | ||
484 | { | ||
485 | RigidBody body = pBody as RigidBody; | ||
486 | body.SetDeactivationTime(pDeactivationTime); | ||
487 | } | ||
488 | //SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); | ||
489 | public override void SetSleepingThresholds2(object pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) | ||
490 | { | ||
491 | RigidBody body = pBody as RigidBody; | ||
492 | body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); | ||
493 | } | ||
494 | |||
495 | public override CollisionObjectTypes GetBodyType2(object pBody) | ||
496 | { | ||
497 | RigidBody body = pBody as RigidBody; | ||
498 | return (CollisionObjectTypes)(int) body.GetInternalType(); | ||
499 | } | ||
500 | |||
501 | //BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum); | ||
502 | public override void ApplyCentralForce2(object pBody, Vector3 pfSum) | ||
503 | { | ||
504 | RigidBody body = pBody as RigidBody; | ||
505 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
506 | body.ApplyCentralForce(ref fSum); | ||
507 | } | ||
508 | public override void ApplyCentralImpulse2(object pBody, Vector3 pfSum) | ||
509 | { | ||
510 | RigidBody body = pBody as RigidBody; | ||
511 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
512 | body.ApplyCentralImpulse(ref fSum); | ||
513 | } | ||
514 | public override void ApplyTorque2(object pBody, Vector3 pfSum) | ||
515 | { | ||
516 | RigidBody body = pBody as RigidBody; | ||
517 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
518 | body.ApplyTorque(ref fSum); | ||
519 | } | ||
520 | public override void ApplyTorqueImpulse2(object pBody, Vector3 pfSum) | ||
521 | { | ||
522 | RigidBody body = pBody as RigidBody; | ||
523 | IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); | ||
524 | body.ApplyTorqueImpulse(ref fSum); | ||
525 | } | ||
526 | |||
527 | public override void DumpRigidBody2(object p, object p_2) | ||
528 | { | ||
529 | //TODO: | ||
530 | } | ||
531 | |||
532 | public override void DumpCollisionShape2(object p, object p_2) | ||
533 | { | ||
534 | //TODO: | ||
535 | } | ||
536 | |||
537 | public override void DestroyObject2(object p, object p_2) | ||
538 | { | ||
539 | //TODO: | ||
540 | } | ||
541 | |||
542 | public override void Shutdown2(object pWorld) | ||
543 | { | ||
544 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
545 | world.Cleanup(); | ||
546 | } | ||
547 | |||
548 | public override void DeleteCollisionShape2(object p, object p_2) | ||
549 | { | ||
550 | //TODO: | ||
551 | } | ||
552 | //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); | ||
553 | |||
554 | public override object CreateBodyFromShape2(object pWorld, object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
555 | { | ||
556 | CollisionWorld world = pWorld as CollisionWorld; | ||
557 | IndexedMatrix mat = | ||
558 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
559 | pRawOrientation.Z, pRawOrientation.W)); | ||
560 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
561 | CollisionShape shape = pShape as CollisionShape; | ||
562 | //UpdateSingleAabb2(world, shape); | ||
563 | // TODO: Feed Update array into null | ||
564 | RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero); | ||
565 | |||
566 | body.SetUserPointer(pLocalID); | ||
567 | return body; | ||
568 | } | ||
569 | |||
570 | |||
571 | public override object CreateBodyWithDefaultMotionState2( object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
572 | { | ||
573 | |||
574 | IndexedMatrix mat = | ||
575 | IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, | ||
576 | pRawOrientation.Z, pRawOrientation.W)); | ||
577 | mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
578 | |||
579 | CollisionShape shape = pShape as CollisionShape; | ||
580 | |||
581 | // TODO: Feed Update array into null | ||
582 | RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); | ||
583 | body.SetWorldTransform(mat); | ||
584 | body.SetUserPointer(pLocalID); | ||
585 | return body; | ||
586 | } | ||
587 | //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); | ||
588 | public override void SetCollisionFlags2(object pBody, CollisionFlags collisionFlags) | ||
589 | { | ||
590 | RigidBody body = pBody as RigidBody; | ||
591 | body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); | ||
592 | } | ||
593 | //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); | ||
594 | public override void SetHitFraction2(object pBody, float pHitFraction) | ||
595 | { | ||
596 | RigidBody body = pBody as RigidBody; | ||
597 | body.SetHitFraction(pHitFraction); | ||
598 | } | ||
599 | //BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale); | ||
600 | public override object BuildCapsuleShape2(object pWorld, float pRadius, float pHeight, Vector3 pScale) | ||
601 | { | ||
602 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
603 | IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); | ||
604 | CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); | ||
605 | capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
606 | capsuleShapeZ.SetLocalScaling(ref scale); | ||
607 | |||
608 | return capsuleShapeZ; | ||
609 | } | ||
610 | |||
611 | public static object Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, object mDebugLogCallbackHandle) | ||
612 | { | ||
613 | CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); | ||
614 | |||
615 | p.angularDamping = o[0].XangularDamping; | ||
616 | p.defaultFriction = o[0].defaultFriction; | ||
617 | p.defaultFriction = o[0].defaultFriction; | ||
618 | p.defaultDensity = o[0].defaultDensity; | ||
619 | p.defaultRestitution = o[0].defaultRestitution; | ||
620 | p.collisionMargin = o[0].collisionMargin; | ||
621 | p.gravity = o[0].gravity; | ||
622 | |||
623 | p.linearDamping = o[0].XlinearDamping; | ||
624 | p.angularDamping = o[0].XangularDamping; | ||
625 | p.deactivationTime = o[0].XdeactivationTime; | ||
626 | p.linearSleepingThreshold = o[0].XlinearSleepingThreshold; | ||
627 | p.angularSleepingThreshold = o[0].XangularSleepingThreshold; | ||
628 | p.ccdMotionThreshold = o[0].XccdMotionThreshold; | ||
629 | p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius; | ||
630 | p.contactProcessingThreshold = o[0].XcontactProcessingThreshold; | ||
631 | |||
632 | p.terrainImplementation = o[0].XterrainImplementation; | ||
633 | p.terrainFriction = o[0].XterrainFriction; | ||
634 | |||
635 | p.terrainHitFraction = o[0].XterrainHitFraction; | ||
636 | p.terrainRestitution = o[0].XterrainRestitution; | ||
637 | p.terrainCollisionMargin = o[0].XterrainCollisionMargin; | ||
638 | |||
639 | p.avatarFriction = o[0].XavatarFriction; | ||
640 | p.avatarStandingFriction = o[0].XavatarStandingFriction; | ||
641 | p.avatarDensity = o[0].XavatarDensity; | ||
642 | p.avatarRestitution = o[0].XavatarRestitution; | ||
643 | p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth; | ||
644 | p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth; | ||
645 | p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight; | ||
646 | p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold; | ||
647 | |||
648 | p.vehicleAngularDamping = o[0].XvehicleAngularDamping; | ||
649 | |||
650 | p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; | ||
651 | p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; | ||
652 | p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; | ||
653 | p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs; | ||
654 | p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder; | ||
655 | p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands; | ||
656 | p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; | ||
657 | p.numberOfSolverIterations = o[0].numberOfSolverIterations; | ||
658 | |||
659 | p.linksetImplementation = o[0].XlinksetImplementation; | ||
660 | p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset; | ||
661 | p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor; | ||
662 | p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel; | ||
663 | p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce; | ||
664 | p.linkConstraintERP = o[0].XlinkConstraintERP; | ||
665 | p.linkConstraintCFM = o[0].XlinkConstraintCFM; | ||
666 | p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations; | ||
667 | p.physicsLoggingFrames = o[0].physicsLoggingFrames; | ||
668 | DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); | ||
669 | |||
670 | DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); | ||
671 | CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); | ||
672 | |||
673 | |||
674 | if (p.maxPersistantManifoldPoolSize > 0) | ||
675 | cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize; | ||
676 | if (p.shouldDisableContactPoolDynamicAllocation !=0) | ||
677 | m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION); | ||
678 | //if (p.maxCollisionAlgorithmPoolSize >0 ) | ||
679 | |||
680 | DbvtBroadphase m_broadphase = new DbvtBroadphase(); | ||
681 | //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0); | ||
682 | //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256); | ||
683 | |||
684 | //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true); | ||
685 | m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback()); | ||
686 | |||
687 | SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); | ||
688 | |||
689 | DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); | ||
690 | world.UpdatedObjects = updateArray; | ||
691 | world.UpdatedCollisions = collisionArray; | ||
692 | world.WorldSettings.Params = p; | ||
693 | world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); | ||
694 | world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; | ||
695 | if (p.shouldRandomizeSolverOrder != 0) | ||
696 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER; | ||
697 | |||
698 | world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0); | ||
699 | //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port | ||
700 | |||
701 | if (p.shouldEnableFrictionCaching != 0) | ||
702 | world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING; | ||
703 | |||
704 | if (p.numberOfSolverIterations > 0) | ||
705 | world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations; | ||
706 | |||
707 | |||
708 | world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping; | ||
709 | world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution; | ||
710 | world.GetSolverInfo().m_globalCfm = 0.0f; | ||
711 | world.GetSolverInfo().m_tau = 0.6f; | ||
712 | world.GetSolverInfo().m_friction = 0.3f; | ||
713 | world.GetSolverInfo().m_maxErrorReduction = 20f; | ||
714 | world.GetSolverInfo().m_numIterations = 10; | ||
715 | world.GetSolverInfo().m_erp = 0.2f; | ||
716 | world.GetSolverInfo().m_erp2 = 0.1f; | ||
717 | world.GetSolverInfo().m_sor = 1.0f; | ||
718 | world.GetSolverInfo().m_splitImpulse = false; | ||
719 | world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f; | ||
720 | world.GetSolverInfo().m_linearSlop = 0.0f; | ||
721 | world.GetSolverInfo().m_warmstartingFactor = 0.85f; | ||
722 | world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; | ||
723 | world.SetForceUpdateAllAabbs(true); | ||
724 | |||
725 | |||
726 | world.SetGravity(new IndexedVector3(0,0,p.gravity)); | ||
727 | |||
728 | return world; | ||
729 | } | ||
730 | //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL | ||
731 | public override bool SetConstraintParam2(object pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) | ||
732 | { | ||
733 | Generic6DofConstraint constrain = pConstraint as Generic6DofConstraint; | ||
734 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
735 | { | ||
736 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); | ||
737 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1); | ||
738 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2); | ||
739 | } | ||
740 | if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) | ||
741 | { | ||
742 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3); | ||
743 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4); | ||
744 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5); | ||
745 | } | ||
746 | if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL) | ||
747 | { | ||
748 | constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis); | ||
749 | } | ||
750 | return true; | ||
751 | } | ||
752 | |||
753 | public override bool PushUpdate2(object pCollisionObject) | ||
754 | { | ||
755 | bool ret = false; | ||
756 | RigidBody rb = pCollisionObject as RigidBody; | ||
757 | if (rb != null) | ||
758 | { | ||
759 | SimMotionState sms = rb.GetMotionState() as SimMotionState; | ||
760 | if (sms != null) | ||
761 | { | ||
762 | IndexedMatrix wt = IndexedMatrix.Identity; | ||
763 | sms.GetWorldTransform(out wt); | ||
764 | sms.SetWorldTransform(ref wt, true); | ||
765 | ret = true; | ||
766 | } | ||
767 | } | ||
768 | return ret; | ||
769 | |||
770 | } | ||
771 | |||
772 | public override bool IsCompound2(object pShape) | ||
773 | { | ||
774 | CollisionShape shape = pShape as CollisionShape; | ||
775 | return shape.IsCompound(); | ||
776 | } | ||
777 | public override bool IsPloyhedral2(object pShape) | ||
778 | { | ||
779 | CollisionShape shape = pShape as CollisionShape; | ||
780 | return shape.IsPolyhedral(); | ||
781 | } | ||
782 | public override bool IsConvex2d2(object pShape) | ||
783 | { | ||
784 | CollisionShape shape = pShape as CollisionShape; | ||
785 | return shape.IsConvex2d(); | ||
786 | } | ||
787 | public override bool IsConvex2(object pShape) | ||
788 | { | ||
789 | CollisionShape shape = pShape as CollisionShape; | ||
790 | return shape.IsConvex(); | ||
791 | } | ||
792 | public override bool IsNonMoving2(object pShape) | ||
793 | { | ||
794 | CollisionShape shape = pShape as CollisionShape; | ||
795 | return shape.IsNonMoving(); | ||
796 | } | ||
797 | public override bool IsConcave2(object pShape) | ||
798 | { | ||
799 | CollisionShape shape = pShape as CollisionShape; | ||
800 | return shape.IsConcave(); | ||
801 | } | ||
802 | public override bool IsInfinite2(object pShape) | ||
803 | { | ||
804 | CollisionShape shape = pShape as CollisionShape; | ||
805 | return shape.IsInfinite(); | ||
806 | } | ||
807 | public override bool IsNativeShape2(object pShape) | ||
808 | { | ||
809 | CollisionShape shape = pShape as CollisionShape; | ||
810 | bool ret; | ||
811 | switch (shape.GetShapeType()) | ||
812 | { | ||
813 | case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: | ||
814 | case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: | ||
815 | case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: | ||
816 | case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: | ||
817 | ret = true; | ||
818 | break; | ||
819 | default: | ||
820 | ret = false; | ||
821 | break; | ||
822 | } | ||
823 | return ret; | ||
824 | } | ||
825 | //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation | ||
826 | public override object CreateGhostFromShape2(object pWorld, object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) | ||
827 | { | ||
828 | IndexedMatrix bodyTransform = new IndexedMatrix(); | ||
829 | bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); | ||
830 | bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); | ||
831 | GhostObject gObj = new PairCachingGhostObject(); | ||
832 | gObj.SetWorldTransform(bodyTransform); | ||
833 | CollisionShape shape = pShape as CollisionShape; | ||
834 | gObj.SetCollisionShape(shape); | ||
835 | gObj.SetUserPointer(pLocalID); | ||
836 | // TODO: Add to Special CollisionObjects! | ||
837 | return gObj; | ||
838 | } | ||
839 | |||
840 | public static void SetCollisionShape2(object pWorld, object pObj, object pShape) | ||
841 | { | ||
842 | var world = pWorld as DiscreteDynamicsWorld; | ||
843 | var obj = pObj as CollisionObject; | ||
844 | var shape = pShape as CollisionShape; | ||
845 | obj.SetCollisionShape(shape); | ||
846 | |||
847 | } | ||
848 | //(PhysicsScene.World.ptr, nativeShapeData) | ||
849 | public override object BuildNativeShape2(object pWorld, ShapeData pShapeData) | ||
850 | { | ||
851 | var world = pWorld as DiscreteDynamicsWorld; | ||
852 | CollisionShape shape = null; | ||
853 | switch (pShapeData.Type) | ||
854 | { | ||
855 | case BSPhysicsShapeType.SHAPE_BOX: | ||
856 | shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f)); | ||
857 | break; | ||
858 | case BSPhysicsShapeType.SHAPE_CONE: | ||
859 | shape = new ConeShapeZ(0.5f, 1.0f); | ||
860 | break; | ||
861 | case BSPhysicsShapeType.SHAPE_CYLINDER: | ||
862 | shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f)); | ||
863 | break; | ||
864 | case BSPhysicsShapeType.SHAPE_SPHERE: | ||
865 | shape = new SphereShape(0.5f); | ||
866 | break; | ||
867 | |||
868 | } | ||
869 | if (shape != null) | ||
870 | { | ||
871 | IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z); | ||
872 | shape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
873 | shape.SetLocalScaling(ref scaling); | ||
874 | |||
875 | } | ||
876 | return shape; | ||
877 | } | ||
878 | //PhysicsScene.World.ptr, false | ||
879 | public override object CreateCompoundShape2(object pWorld, bool enableDynamicAabbTree) | ||
880 | { | ||
881 | return new CompoundShape(enableDynamicAabbTree); | ||
882 | } | ||
883 | |||
884 | public override int GetNumberOfCompoundChildren2(object pCompoundShape) | ||
885 | { | ||
886 | var compoundshape = pCompoundShape as CompoundShape; | ||
887 | return compoundshape.GetNumChildShapes(); | ||
888 | } | ||
889 | //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot | ||
890 | public override void AddChildShapeToCompoundShape2(object pCShape, object paddShape, Vector3 displacementPos, Quaternion displacementRot) | ||
891 | { | ||
892 | IndexedMatrix relativeTransform = new IndexedMatrix(); | ||
893 | var compoundshape = pCShape as CompoundShape; | ||
894 | var addshape = paddShape as CollisionShape; | ||
895 | |||
896 | relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); | ||
897 | relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); | ||
898 | compoundshape.AddChildShape(ref relativeTransform, addshape); | ||
899 | |||
900 | } | ||
901 | |||
902 | public override object RemoveChildShapeFromCompoundShapeIndex2(object pCShape, int pii) | ||
903 | { | ||
904 | var compoundshape = pCShape as CompoundShape; | ||
905 | CollisionShape ret = null; | ||
906 | ret = compoundshape.GetChildShape(pii); | ||
907 | compoundshape.RemoveChildShapeByIndex(pii); | ||
908 | return ret; | ||
909 | } | ||
910 | |||
911 | public override object CreateGroundPlaneShape2(uint pLocalId, float pheight, float pcollisionMargin) | ||
912 | { | ||
913 | StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight ); | ||
914 | m_planeshape.SetMargin(pcollisionMargin); | ||
915 | m_planeshape.SetUserPointer(pLocalId); | ||
916 | return m_planeshape; | ||
917 | } | ||
918 | |||
919 | public override object CreateHingeConstraint2(object pWorld, object pBody1, object ppBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) | ||
920 | { | ||
921 | HingeConstraint constrain = null; | ||
922 | var rb1 = pBody1 as RigidBody; | ||
923 | var rb2 = ppBody2 as RigidBody; | ||
924 | if (rb1 != null && rb2 != null) | ||
925 | { | ||
926 | IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); | ||
927 | IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); | ||
928 | IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); | ||
929 | IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); | ||
930 | var world = pWorld as DiscreteDynamicsWorld; | ||
931 | world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); | ||
932 | } | ||
933 | return constrain; | ||
934 | } | ||
935 | |||
936 | public override bool ReleaseHeightMapInfo2(object pMapInfo) | ||
937 | { | ||
938 | if (pMapInfo != null) | ||
939 | { | ||
940 | BulletHeightMapInfo mapinfo = pMapInfo as BulletHeightMapInfo; | ||
941 | if (mapinfo.heightMap != null) | ||
942 | mapinfo.heightMap = null; | ||
943 | |||
944 | |||
945 | } | ||
946 | return true; | ||
947 | } | ||
948 | |||
949 | public override object CreateHullShape2(object pWorld, int pHullCount, float[] pConvHulls) | ||
950 | { | ||
951 | CompoundShape compoundshape = new CompoundShape(false); | ||
952 | var world = pWorld as DiscreteDynamicsWorld; | ||
953 | |||
954 | |||
955 | compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
956 | int ii = 1; | ||
957 | |||
958 | for (int i = 0; i < pHullCount; i++) | ||
959 | { | ||
960 | int vertexCount = (int) pConvHulls[ii]; | ||
961 | |||
962 | IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]); | ||
963 | IndexedMatrix childTrans = IndexedMatrix.Identity; | ||
964 | childTrans._origin = centroid; | ||
965 | |||
966 | List<IndexedVector3> virts = new List<IndexedVector3>(); | ||
967 | int ender = ((ii + 4) + (vertexCount*3)); | ||
968 | for (int iii = ii + 4; iii < ender; iii+=3) | ||
969 | { | ||
970 | |||
971 | virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); | ||
972 | } | ||
973 | ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); | ||
974 | convexShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
975 | compoundshape.AddChildShape(ref childTrans, convexShape); | ||
976 | ii += (vertexCount*3 + 4); | ||
977 | } | ||
978 | |||
979 | |||
980 | return compoundshape; | ||
981 | } | ||
982 | |||
983 | public override object CreateMeshShape2(object pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) | ||
984 | { | ||
985 | //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); | ||
986 | |||
987 | for (int iter = 0; iter < pVerticesCount; iter++) | ||
988 | { | ||
989 | if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; | ||
990 | if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; | ||
991 | } | ||
992 | |||
993 | ObjectArray<int> indicesarr = new ObjectArray<int>(indices); | ||
994 | ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats); | ||
995 | DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); | ||
996 | var world = pWorld as DiscreteDynamicsWorld; | ||
997 | IndexedMesh mesh = new IndexedMesh(); | ||
998 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
999 | mesh.m_numTriangles = pIndicesCount/3; | ||
1000 | mesh.m_numVertices = pVerticesCount; | ||
1001 | mesh.m_triangleIndexBase = indicesarr; | ||
1002 | mesh.m_vertexBase = vertices; | ||
1003 | mesh.m_vertexStride = 3; | ||
1004 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1005 | mesh.m_triangleIndexStride = 3; | ||
1006 | |||
1007 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1008 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1009 | BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); | ||
1010 | meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); | ||
1011 | // world.UpdateSingleAabb(meshShape); | ||
1012 | return meshShape; | ||
1013 | |||
1014 | } | ||
1015 | public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount ) | ||
1016 | { | ||
1017 | |||
1018 | String fileName = "objTest3.raw"; | ||
1019 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1020 | StreamWriter sw = new StreamWriter(completePath); | ||
1021 | IndexedMesh mesh = new IndexedMesh(); | ||
1022 | |||
1023 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1024 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1025 | mesh.m_numVertices = pVerticesCount; | ||
1026 | mesh.m_triangleIndexBase = indices; | ||
1027 | mesh.m_vertexBase = vertices; | ||
1028 | mesh.m_vertexStride = 3; | ||
1029 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1030 | mesh.m_triangleIndexStride = 3; | ||
1031 | |||
1032 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1033 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1034 | |||
1035 | |||
1036 | |||
1037 | for (int i = 0; i < pVerticesCount; i++) | ||
1038 | { | ||
1039 | |||
1040 | string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1041 | s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1042 | s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1043 | |||
1044 | sw.Write(s + "\n"); | ||
1045 | } | ||
1046 | |||
1047 | sw.Close(); | ||
1048 | } | ||
1049 | public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount) | ||
1050 | { | ||
1051 | |||
1052 | String fileName = "objTest6.raw"; | ||
1053 | String completePath = System.IO.Path.Combine(Util.configDir(), fileName); | ||
1054 | StreamWriter sw = new StreamWriter(completePath); | ||
1055 | IndexedMesh mesh = new IndexedMesh(); | ||
1056 | |||
1057 | mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; | ||
1058 | mesh.m_numTriangles = pIndicesCount / 3; | ||
1059 | mesh.m_numVertices = pVerticesCount; | ||
1060 | mesh.m_triangleIndexBase = indices; | ||
1061 | mesh.m_vertexBase = vertices; | ||
1062 | mesh.m_vertexStride = 3; | ||
1063 | mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; | ||
1064 | mesh.m_triangleIndexStride = 3; | ||
1065 | |||
1066 | TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); | ||
1067 | tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); | ||
1068 | |||
1069 | |||
1070 | sw.WriteLine("Indices"); | ||
1071 | sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount)); | ||
1072 | for (int iter = 0; iter < indices.Length; iter++) | ||
1073 | { | ||
1074 | sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter])); | ||
1075 | } | ||
1076 | sw.WriteLine("VerticesFloats"); | ||
1077 | sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount)); | ||
1078 | for (int iter = 0; iter < vertices.Length; iter++) | ||
1079 | { | ||
1080 | sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000"))); | ||
1081 | } | ||
1082 | |||
1083 | // for (int i = 0; i < pVerticesCount; i++) | ||
1084 | // { | ||
1085 | // | ||
1086 | // string s = vertices[indices[i * 3]].ToString("0.0000"); | ||
1087 | // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); | ||
1088 | // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); | ||
1089 | // | ||
1090 | // sw.Write(s + "\n"); | ||
1091 | //} | ||
1092 | |||
1093 | sw.Close(); | ||
1094 | } | ||
1095 | //PhysicsScene.World.ptr, m_mapInfo.ID, m_mapInfo.minCoords, m_mapInfo.maxCoords, m_mapInfo.heightMap, PhysicsScene.Params.terrainCollisionMargin | ||
1096 | public override object CreateHeightMapInfo2(object pWorld, uint pId, Vector3 pminCoords, Vector3 pmaxCoords, float[] pheightMap, float pCollisionMargin) | ||
1097 | { | ||
1098 | BulletHeightMapInfo mapInfo = new BulletHeightMapInfo(pId, pheightMap, null); | ||
1099 | mapInfo.heightMap = null; | ||
1100 | mapInfo.minCoords = pminCoords; | ||
1101 | mapInfo.maxCoords = pmaxCoords; | ||
1102 | mapInfo.sizeX = (int) (pmaxCoords.X - pminCoords.X); | ||
1103 | mapInfo.sizeY = (int) (pmaxCoords.Y - pminCoords.Y); | ||
1104 | mapInfo.ID = pId; | ||
1105 | mapInfo.minZ = pminCoords.Z; | ||
1106 | mapInfo.maxZ = pmaxCoords.Z; | ||
1107 | mapInfo.collisionMargin = pCollisionMargin; | ||
1108 | if (mapInfo.minZ == mapInfo.maxZ) | ||
1109 | mapInfo.minZ -= 0.2f; | ||
1110 | mapInfo.heightMap = pheightMap; | ||
1111 | |||
1112 | return mapInfo; | ||
1113 | |||
1114 | } | ||
1115 | |||
1116 | public override object CreateTerrainShape2(object pMapInfo) | ||
1117 | { | ||
1118 | BulletHeightMapInfo mapinfo = pMapInfo as BulletHeightMapInfo; | ||
1119 | const int upAxis = 2; | ||
1120 | const float scaleFactor = 1.0f; | ||
1121 | HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)mapinfo.sizeX, (int)mapinfo.sizeY, | ||
1122 | mapinfo.heightMap, scaleFactor, | ||
1123 | mapinfo.minZ, mapinfo.maxZ, upAxis, | ||
1124 | false); | ||
1125 | terrainShape.SetMargin(mapinfo.collisionMargin + 0.5f); | ||
1126 | terrainShape.SetUseDiamondSubdivision(true); | ||
1127 | terrainShape.SetUserPointer(mapinfo.ID); | ||
1128 | return terrainShape; | ||
1129 | } | ||
1130 | |||
1131 | public override bool TranslationalLimitMotor2(object pConstraint, float ponOff, float targetVelocity, float maxMotorForce) | ||
1132 | { | ||
1133 | TypedConstraint tconstrain = pConstraint as TypedConstraint; | ||
1134 | bool onOff = ponOff != 0; | ||
1135 | bool ret = false; | ||
1136 | |||
1137 | switch (tconstrain.GetConstraintType()) | ||
1138 | { | ||
1139 | case TypedConstraintType.D6_CONSTRAINT_TYPE: | ||
1140 | Generic6DofConstraint constrain = pConstraint as Generic6DofConstraint; | ||
1141 | constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff; | ||
1142 | constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity; | ||
1143 | constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce; | ||
1144 | ret = true; | ||
1145 | break; | ||
1146 | } | ||
1147 | |||
1148 | |||
1149 | return ret; | ||
1150 | |||
1151 | } | ||
1152 | |||
1153 | public override int PhysicsStep2(object 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) | ||
1154 | { | ||
1155 | int epic = PhysicsStepint2(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, | ||
1156 | out collidersCount, out colliders); | ||
1157 | return epic; | ||
1158 | } | ||
1159 | |||
1160 | private static int PhysicsStepint2(object 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) | ||
1161 | { | ||
1162 | int numSimSteps = 0; | ||
1163 | |||
1164 | |||
1165 | //if (updatedEntities is null) | ||
1166 | // updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1167 | |||
1168 | //if (colliders is null) | ||
1169 | // colliders = new List<BulletXNA.CollisionDesc>(); | ||
1170 | |||
1171 | |||
1172 | if (pWorld is DiscreteDynamicsWorld) | ||
1173 | { | ||
1174 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
1175 | |||
1176 | numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); | ||
1177 | int updates = 0; | ||
1178 | |||
1179 | updatedEntityCount = world.UpdatedObjects.Count; | ||
1180 | updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects); | ||
1181 | updatedEntityCount = updatedEntities.Count; | ||
1182 | world.UpdatedObjects.Clear(); | ||
1183 | |||
1184 | |||
1185 | collidersCount = world.UpdatedCollisions.Count; | ||
1186 | colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions); | ||
1187 | |||
1188 | world.UpdatedCollisions.Clear(); | ||
1189 | m_collisionsThisFrame = 0; | ||
1190 | int numManifolds = world.GetDispatcher().GetNumManifolds(); | ||
1191 | for (int j = 0; j < numManifolds; j++) | ||
1192 | { | ||
1193 | PersistentManifold contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j); | ||
1194 | int numContacts = contactManifold.GetNumContacts(); | ||
1195 | if (numContacts == 0) | ||
1196 | continue; | ||
1197 | |||
1198 | CollisionObject objA = contactManifold.GetBody0() as CollisionObject; | ||
1199 | CollisionObject objB = contactManifold.GetBody1() as CollisionObject; | ||
1200 | |||
1201 | ManifoldPoint manifoldPoint = contactManifold.GetContactPoint(0); | ||
1202 | IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB(); | ||
1203 | IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A | ||
1204 | |||
1205 | RecordCollision(world, objA, objB, contactPoint, contactNormal); | ||
1206 | m_collisionsThisFrame ++; | ||
1207 | if (m_collisionsThisFrame >= 9999999) | ||
1208 | break; | ||
1209 | |||
1210 | |||
1211 | } | ||
1212 | |||
1213 | |||
1214 | } | ||
1215 | else | ||
1216 | { | ||
1217 | //if (updatedEntities is null) | ||
1218 | updatedEntities = new List<BulletXNA.EntityProperties>(); | ||
1219 | updatedEntityCount = 0; | ||
1220 | //if (colliders is null) | ||
1221 | colliders = new List<BulletXNA.CollisionDesc>(); | ||
1222 | collidersCount = 0; | ||
1223 | } | ||
1224 | return numSimSteps; | ||
1225 | } | ||
1226 | |||
1227 | private static void RecordCollision(CollisionWorld world,CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm) | ||
1228 | { | ||
1229 | |||
1230 | IndexedVector3 contactNormal = norm; | ||
1231 | if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && | ||
1232 | (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) | ||
1233 | { | ||
1234 | return; | ||
1235 | } | ||
1236 | uint idA = (uint)objA.GetUserPointer(); | ||
1237 | uint idB = (uint)objB.GetUserPointer(); | ||
1238 | if (idA > idB) | ||
1239 | { | ||
1240 | uint temp = idA; | ||
1241 | idA = idB; | ||
1242 | idB = temp; | ||
1243 | contactNormal = -contactNormal; | ||
1244 | } | ||
1245 | |||
1246 | ulong collisionID = ((ulong) idA << 32) | idB; | ||
1247 | |||
1248 | BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc() | ||
1249 | { | ||
1250 | aID = idA, | ||
1251 | bID = idB, | ||
1252 | point = contact, | ||
1253 | normal = contactNormal | ||
1254 | }; | ||
1255 | world.UpdatedCollisions.Add(cDesc); | ||
1256 | m_collisionsThisFrame++; | ||
1257 | |||
1258 | |||
1259 | } | ||
1260 | private static EntityProperties GetDebugProperties(object pWorld, object pBody) | ||
1261 | { | ||
1262 | EntityProperties ent = new EntityProperties(); | ||
1263 | DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld; | ||
1264 | RigidBody body = pBody as RigidBody; | ||
1265 | IndexedMatrix transform = body.GetWorldTransform(); | ||
1266 | IndexedVector3 LinearVelocity = body.GetInterpolationLinearVelocity(); | ||
1267 | IndexedVector3 AngularVelocity = body.GetInterpolationAngularVelocity(); | ||
1268 | IndexedQuaternion rotation = transform.GetRotation(); | ||
1269 | ent.Acceleration = Vector3.Zero; | ||
1270 | ent.ID = (uint)body.GetUserPointer(); | ||
1271 | ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); | ||
1272 | ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); | ||
1273 | ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); | ||
1274 | ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z); | ||
1275 | return ent; | ||
1276 | } | ||
1277 | |||
1278 | public override Vector3 GetLocalScaling2(object pBody) | ||
1279 | { | ||
1280 | CollisionShape shape = pBody as CollisionShape; | ||
1281 | IndexedVector3 scale = shape.GetLocalScaling(); | ||
1282 | return new Vector3(scale.X,scale.Y,scale.Z); | ||
1283 | } | ||
1284 | |||
1285 | public override bool RayCastGround(object pWorld, Vector3 _RayOrigin, float pRayHeight, object NotMe) | ||
1286 | { | ||
1287 | DynamicsWorld world = pWorld as DynamicsWorld; | ||
1288 | if (world != null) | ||
1289 | { | ||
1290 | if (NotMe is CollisionObject || NotMe is RigidBody) | ||
1291 | { | ||
1292 | CollisionObject AvoidBody = NotMe as CollisionObject; | ||
1293 | |||
1294 | IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); | ||
1295 | IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); | ||
1296 | using ( | ||
1297 | ClosestNotMeRayResultCallback rayCallback = new ClosestNotMeRayResultCallback(rOrigin, | ||
1298 | rEnd, AvoidBody) | ||
1299 | ) | ||
1300 | { | ||
1301 | world.RayTest(ref rOrigin, ref rEnd, rayCallback); | ||
1302 | if (rayCallback.HasHit()) | ||
1303 | { | ||
1304 | IndexedVector3 hitLocation = rayCallback.m_hitPointWorld; | ||
1305 | |||
1306 | } | ||
1307 | return rayCallback.HasHit(); | ||
1308 | } | ||
1309 | } | ||
1310 | } | ||
1311 | return false; | ||
1312 | } | ||
37 | } | 1313 | } |
38 | */ | 1314 | */ |
39 | } | 1315 | } |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs index 699f055..2350f59 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSApiTemplate.cs | |||
@@ -362,7 +362,7 @@ public abstract void DestroyObject(BulletWorld sim, BulletBody obj); | |||
362 | // ===================================================================================== | 362 | // ===================================================================================== |
363 | public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin); | 363 | public abstract BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin); |
364 | 364 | ||
365 | public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, | 365 | public abstract BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, |
366 | float scaleFactor, float collisionMargin); | 366 | float scaleFactor, float collisionMargin); |
367 | 367 | ||
368 | // ===================================================================================== | 368 | // ===================================================================================== |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index 064ce3c..cb8108d 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -300,7 +300,7 @@ public sealed class BSPrim : BSPhysObject | |||
300 | // All positions are given in world positions. | 300 | // All positions are given in world positions. |
301 | if (_position == value) | 301 | if (_position == value) |
302 | { | 302 | { |
303 | 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); |
304 | return; | 304 | return; |
305 | } | 305 | } |
306 | _position = value; | 306 | _position = value; |
@@ -894,21 +894,26 @@ public sealed class BSPrim : BSPhysObject | |||
894 | // Object MUST NOT already be in the world. | 894 | // Object MUST NOT already be in the world. |
895 | // This routine exists because some assorted properties get mangled by adding to the world. | 895 | // This routine exists because some assorted properties get mangled by adding to the world. |
896 | internal void AddObjectToPhysicalWorld() | 896 | internal void AddObjectToPhysicalWorld() |
897 | { | 897 | { |
898 | if (PhysBody.HasPhysicalBody) | 898 | if (PhysBody.HasPhysicalBody) |
899 | { | 899 | { |
900 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); | 900 | PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody); |
901 | 901 | ||
902 | // TODO: Fix this. Total kludge because adding object to world resets its gravity to default. | 902 | // TODO: Fix this. Total kludge because adding object to world resets its gravity to default. |
903 | // Replace this when the new AddObjectToWorld function is complete. | 903 | // Replace this when the new AddObjectToWorld function is complete. |
904 | PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity()); | 904 | PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity()); |
905 | 905 | ||
906 | // Collision filter can be set only when the object is in the world | 906 | // Collision filter can be set only when the object is in the world |
907 | if (!PhysBody.ApplyCollisionMask(PhysicsScene)) | 907 | if (!PhysBody.ApplyCollisionMask(PhysicsScene)) |
908 | { | 908 | { |
909 | m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID); | 909 | m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID); |
910 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType); | 910 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType); |
911 | } | 911 | } |
912 | } | ||
913 | else | ||
914 | { | ||
915 | m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID); | ||
916 | DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType); | ||
912 | } | 917 | } |
913 | } | 918 | } |
914 | 919 | ||
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index cd77581..2b652f5 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; |
@@ -173,7 +173,7 @@ public sealed class BSShapeCollection : IDisposable | |||
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 | PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, new BulletShape()); | 176 | PhysicsScene.PE.SetCollisionShape(PhysicsScene.World, body, null); |
177 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); | 177 | PhysicsScene.PE.DestroyObject(PhysicsScene.World, body); |
178 | }); | 178 | }); |
179 | } | 179 | } |
@@ -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}", |
@@ -361,15 +361,14 @@ public sealed class BSShapeCollection : IDisposable | |||
361 | MeshDesc meshDesc; | 361 | MeshDesc meshDesc; |
362 | HullDesc hullDesc; | 362 | HullDesc hullDesc; |
363 | 363 | ||
364 | IntPtr cShape = shapeInfo.ptr; | 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; |
@@ -632,7 +631,7 @@ public sealed class BSShapeCollection : IDisposable | |||
632 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) | 631 | if (Meshes.TryGetValue(newMeshKey, out meshDesc)) |
633 | { | 632 | { |
634 | // If the mesh has already been built just use it. | 633 | // If the mesh has already been built just use it. |
635 | newShape = new BulletShape(meshDesc.ptr, BSPhysicsShapeType.SHAPE_MESH); | 634 | newShape = meshDesc.shape.Clone(); |
636 | } | 635 | } |
637 | else | 636 | else |
638 | { | 637 | { |
@@ -703,7 +702,7 @@ public sealed class BSShapeCollection : IDisposable | |||
703 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) | 702 | if (Hulls.TryGetValue(newHullKey, out hullDesc)) |
704 | { | 703 | { |
705 | // If the hull shape already is created, just use it. | 704 | // If the hull shape already is created, just use it. |
706 | newShape = new BulletShape(hullDesc.ptr, BSPhysicsShapeType.SHAPE_HULL); | 705 | newShape = hullDesc.shape.Clone(); |
707 | } | 706 | } |
708 | else | 707 | else |
709 | { | 708 | { |
@@ -965,13 +964,13 @@ public sealed class BSShapeCollection : IDisposable | |||
965 | return ret; | 964 | return ret; |
966 | } | 965 | } |
967 | 966 | ||
968 | private bool TryGetMeshByPtr(IntPtr addr, out MeshDesc outDesc) | 967 | private bool TryGetMeshByPtr(BulletShape shape, out MeshDesc outDesc) |
969 | { | 968 | { |
970 | bool ret = false; | 969 | bool ret = false; |
971 | MeshDesc foundDesc = new MeshDesc(); | 970 | MeshDesc foundDesc = new MeshDesc(); |
972 | foreach (MeshDesc md in Meshes.Values) | 971 | foreach (MeshDesc md in Meshes.Values) |
973 | { | 972 | { |
974 | if (md.ptr == addr) | 973 | if (md.shape.ReferenceSame(shape)) |
975 | { | 974 | { |
976 | foundDesc = md; | 975 | foundDesc = md; |
977 | ret = true; | 976 | ret = true; |
@@ -983,13 +982,13 @@ public sealed class BSShapeCollection : IDisposable | |||
983 | return ret; | 982 | return ret; |
984 | } | 983 | } |
985 | 984 | ||
986 | private bool TryGetHullByPtr(IntPtr addr, out HullDesc outDesc) | 985 | private bool TryGetHullByPtr(BulletShape shape, out HullDesc outDesc) |
987 | { | 986 | { |
988 | bool ret = false; | 987 | bool ret = false; |
989 | HullDesc foundDesc = new HullDesc(); | 988 | HullDesc foundDesc = new HullDesc(); |
990 | foreach (HullDesc hd in Hulls.Values) | 989 | foreach (HullDesc hd in Hulls.Values) |
991 | { | 990 | { |
992 | if (hd.ptr == addr) | 991 | if (hd.shape.ReferenceSame(shape)) |
993 | { | 992 | { |
994 | foundDesc = hd; | 993 | foundDesc = hd; |
995 | ret = true; | 994 | ret = true; |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs index 681d21e..662dd68 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimData.cs | |||
@@ -33,17 +33,23 @@ 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"). | ||
39 | |||
40 | // Currently, the instances of these classes are a reference to a | ||
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. | ||
36 | 45 | ||
37 | // The physics engine controller class created at initialization | ||
38 | public class BulletWorld | 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; |
@@ -52,27 +58,19 @@ public class BulletWorld | |||
52 | // An allocated Bullet btRigidBody | 58 | // An allocated Bullet btRigidBody |
53 | public class 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(BSScene physicsScene) | 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 |
@@ -83,12 +81,9 @@ public class BulletBody | |||
83 | } | 81 | } |
84 | 82 | ||
85 | // Used for log messages for a unique display of the memory/object allocated to this instance | 83 | // Used for log messages for a unique display of the memory/object allocated to this instance |
86 | public string AddrString | 84 | public virtual string AddrString |
87 | { | 85 | { |
88 | get | 86 | get { return "unknown"; } |
89 | { | ||
90 | return ptr.ToString("X"); | ||
91 | } | ||
92 | } | 87 | } |
93 | 88 | ||
94 | public override string ToString() | 89 | public override string ToString() |
@@ -108,38 +103,26 @@ public class BulletBody | |||
108 | public class BulletShape | 103 | public class BulletShape |
109 | { | 104 | { |
110 | public BulletShape() | 105 | public BulletShape() |
111 | : this(IntPtr.Zero, BSPhysicsShapeType.SHAPE_UNKNOWN) | ||
112 | { | ||
113 | } | ||
114 | public BulletShape(IntPtr xx) | ||
115 | : this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN) | ||
116 | { | 106 | { |
117 | } | 107 | type = BSPhysicsShapeType.SHAPE_UNKNOWN; |
118 | public BulletShape(IntPtr xx, BSPhysicsShapeType typ) | ||
119 | { | ||
120 | ptr = xx; | ||
121 | type = typ; | ||
122 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; | 108 | shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; |
123 | isNativeShape = false; | 109 | isNativeShape = false; |
124 | } | 110 | } |
125 | public IntPtr ptr; | ||
126 | public BSPhysicsShapeType type; | 111 | public BSPhysicsShapeType type; |
127 | public System.UInt64 shapeKey; | 112 | public System.UInt64 shapeKey; |
128 | public bool isNativeShape; | 113 | public bool isNativeShape; |
129 | 114 | ||
130 | public void Clear() | 115 | public virtual void Clear() { } |
131 | { | 116 | public virtual bool HasPhysicalShape { get { return false; } } |
132 | ptr = IntPtr.Zero; | 117 | // Make another reference to this physical object. |
133 | } | 118 | public virtual BulletShape Clone() { return new BulletShape(); } |
134 | public bool HasPhysicalShape { get { return ptr != IntPtr.Zero; } } | 119 | // Return 'true' if this and other refer to the same physical object |
120 | public virtual bool ReferenceSame(BulletShape xx) { return false; } | ||
135 | 121 | ||
136 | // Used for log messages for a unique display of the memory/object allocated to this instance | 122 | // Used for log messages for a unique display of the memory/object allocated to this instance |
137 | public string AddrString | 123 | public virtual string AddrString |
138 | { | 124 | { |
139 | get | 125 | get { return "unknown"; } |
140 | { | ||
141 | return ptr.ToString("X"); | ||
142 | } | ||
143 | } | 126 | } |
144 | 127 | ||
145 | public override string ToString() | 128 | public override string ToString() |
@@ -161,25 +144,16 @@ public class BulletShape | |||
161 | // An allocated Bullet btConstraint | 144 | // An allocated Bullet btConstraint |
162 | public class BulletConstraint | 145 | public class BulletConstraint |
163 | { | 146 | { |
164 | public BulletConstraint(IntPtr xx) | 147 | public BulletConstraint() |
165 | { | ||
166 | ptr = xx; | ||
167 | } | ||
168 | public IntPtr ptr; | ||
169 | |||
170 | public void Clear() | ||
171 | { | 148 | { |
172 | ptr = IntPtr.Zero; | ||
173 | } | 149 | } |
174 | public bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } } | 150 | public virtual void Clear() { } |
151 | public virtual bool HasPhysicalConstraint { get { return false; } } | ||
175 | 152 | ||
176 | // Used for log messages for a unique display of the memory/object allocated to this instance | 153 | // Used for log messages for a unique display of the memory/object allocated to this instance |
177 | public string AddrString | 154 | public virtual string AddrString |
178 | { | 155 | { |
179 | get | 156 | get { return "unknown"; } |
180 | { | ||
181 | return ptr.ToString("X"); | ||
182 | } | ||
183 | } | 157 | } |
184 | } | 158 | } |
185 | 159 | ||