/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyrightD * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.IO; using System.Runtime.InteropServices; using System.Text; using OpenSim.Framework; using OpenMetaverse; using BulletXNA; using BulletXNA.LinearMath; using BulletXNA.BulletCollision; using BulletXNA.BulletDynamics; using BulletXNA.BulletCollision.CollisionDispatch; namespace OpenSim.Region.Physics.BulletSPlugin { public sealed class BSAPIXNA : BSAPITemplate { private sealed class BulletWorldXNA : BulletWorld { public DiscreteDynamicsWorld world; public BulletWorldXNA(uint id, BSScene physScene, DiscreteDynamicsWorld xx) : base(id, physScene) { world = xx; } } private sealed class BulletBodyXNA : BulletBody { public CollisionObject body; public RigidBody rigidBody { get { return RigidBody.Upcast(body); } } public BulletBodyXNA(uint id, CollisionObject xx) : base(id) { body = xx; } public override bool HasPhysicalBody { get { return body != null; } } public override void Clear() { body = null; } public override string AddrString { get { return "XNARigidBody"; } } } private sealed class BulletShapeXNA : BulletShape { public CollisionShape shape; public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) : base() { shape = xx; shapeType = typ; } public override bool HasPhysicalShape { get { return shape != null; } } public override void Clear() { shape = null; } public override BulletShape Clone() { return new BulletShapeXNA(shape, shapeType); } public override bool ReferenceSame(BulletShape other) { BulletShapeXNA otheru = other as BulletShapeXNA; return (otheru != null) && (this.shape == otheru.shape); } public override string AddrString { get { return "XNACollisionShape"; } } } private sealed class BulletConstraintXNA : BulletConstraint { public TypedConstraint constrain; public BulletConstraintXNA(TypedConstraint xx) : base() { constrain = xx; } public override void Clear() { constrain = null; } public override bool HasPhysicalConstraint { get { return constrain != null; } } // Used for log messages for a unique display of the memory/object allocated to this instance public override string AddrString { get { return "XNAConstraint"; } } } internal int m_maxCollisions; internal CollisionDesc[] UpdatedCollisions; internal int LastCollisionDesc = 0; internal int m_maxUpdatesPerFrame; internal int LastEntityProperty = 0; internal EntityProperties[] UpdatedObjects; internal Dictionary specialCollisionObjects; private static int m_collisionsThisFrame; private BSScene PhysicsScene { get; set; } public override string BulletEngineName { get { return "BulletXNA"; } } public override string BulletEngineVersion { get; protected set; } public BSAPIXNA(string paramName, BSScene physScene) { PhysicsScene = physScene; } /// /// /// /// /// public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody body = ((BulletBodyXNA)pBody).rigidBody; CollisionObject collisionObject = ((BulletBodyXNA)pBody).body; if (body != null) world.RemoveRigidBody(body); else if (collisionObject != null) world.RemoveCollisionObject(collisionObject); else return false; return true; } public override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody body = ((BulletBodyXNA)pBody).rigidBody; CollisionObject collisionObject = ((BulletBodyXNA)pBody).body; if (body != null && collisionObject != null && collisionObject.GetBroadphaseHandle() != null) { world.RemoveCollisionObject(collisionObject); world.AddCollisionObject(collisionObject); } return true; } public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects); return true; } public override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; world.RemoveConstraint(constraint); return true; } public override void SetRestitution(BulletBody pCollisionObject, float pRestitution) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; collisionObject.SetRestitution(pRestitution); } public override int GetShapeType(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return (int)shape.GetShapeType(); } public override void SetMargin(BulletShape pShape, float pMargin) { CollisionShape shape = (pShape as BulletShapeXNA).shape; shape.SetMargin(pMargin); } public override float GetMargin(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.GetMargin(); } public override void SetLocalScaling(BulletShape pShape, Vector3 pScale) { CollisionShape shape = (pShape as BulletShapeXNA).shape; IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); shape.SetLocalScaling(ref vec); } public override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; collisionObject.SetContactProcessingThreshold(contactprocessingthreshold); } public override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; collisionObject.SetCcdMotionThreshold(pccdMotionThreashold); } public override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; collisionObject.SetCcdSweptSphereRadius(pCcdSweptSphereRadius); } public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z)); } public override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); existingcollisionFlags |= pcollisionFlags; collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); return (CollisionFlags) (uint) existingcollisionFlags; } public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CollisionObject cbody = (pBody as BulletBodyXNA).body; RigidBody rbody = cbody as RigidBody; // Bullet resets several variables when an object is added to the world. In particular, // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic // type. Of course, the collision flags in the broadphase proxy are initialized to default. IndexedMatrix origPos = cbody.GetWorldTransform(); if (rbody != null) { IndexedVector3 origGrav = rbody.GetGravity(); world.AddRigidBody(rbody); rbody.SetGravity(origGrav); } else { world.AddCollisionObject(cbody); } cbody.SetWorldTransform(origPos); pBody.ApplyCollisionMask(pWorld.physicsScene); //if (body.GetBroadphaseHandle() != null) // world.UpdateSingleAabb(body); return true; } public override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; collisionObject.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState); } public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; world.UpdateSingleAabb(collisionObject); } public override void UpdateAabbs(BulletWorld pWorld) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; world.UpdateAabbs(); } public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; return world.GetForceUpdateAllAabbs(); } public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; world.SetForceUpdateAllAabbs(pForce); } public override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup; if ((uint) collisionObject.GetBroadphaseHandle().m_collisionFilterGroup == 0) return false; return true; } public override void ClearAllForces(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0); collisionObject.SetInterpolationLinearVelocity(ref zeroVector); collisionObject.SetInterpolationAngularVelocity(ref zeroVector); IndexedMatrix bodytransform = collisionObject.GetWorldTransform(); collisionObject.SetInterpolationWorldTransform(ref bodytransform); if (collisionObject is RigidBody) { RigidBody rigidbody = collisionObject as RigidBody; rigidbody.SetLinearVelocity(zeroVector); rigidbody.SetAngularVelocity(zeroVector); rigidbody.ClearForces(); } } public override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); collisionObject.SetInterpolationAngularVelocity(ref vec); } public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z); body.SetAngularVelocity(ref vec); } public override Vector3 GetTotalForce(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 iv3 = body.GetTotalForce(); return new Vector3(iv3.X, iv3.Y, iv3.Z); } public override Vector3 GetTotalTorque(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 iv3 = body.GetTotalTorque(); return new Vector3(iv3.X, iv3.Y, iv3.Z); } public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 iv3 = body.GetInvInertiaDiagLocal(); return new Vector3(iv3.X, iv3.Y, iv3.Z); } public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z); body.SetInvInertiaDiagLocal(ref iv3); } public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z); IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); body.ApplyForce(ref forceiv3, ref posiv3); } public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z); IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); body.ApplyImpulse(ref impiv3, ref posiv3); } public override void ClearForces(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; body.ClearForces(); } public override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z); IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion); mat._origin = vposition; collisionObject.SetWorldTransform(mat); } public override Vector3 GetPosition(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; IndexedVector3 pos = collisionObject.GetInterpolationWorldTransform()._origin; return new Vector3(pos.X, pos.Y, pos.Z); } public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass) { CollisionShape shape = (pShape as BulletShapeXNA).shape; IndexedVector3 inertia = IndexedVector3.Zero; shape.CalculateLocalInertia(pphysMass, out inertia); return new Vector3(inertia.X, inertia.Y, inertia.Z); } public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; if (body != null) // Can't set mass props on collision object. { IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z); body.SetMassProps(pphysMass, inertia); } } public override void SetObjectForce(BulletBody pBody, Vector3 _force) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z); body.SetTotalForce(ref force); } public override void SetFriction(BulletBody pCollisionObject, float _currentFriction) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; collisionObject.SetFriction(_currentFriction); } public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z); body.SetLinearVelocity(velocity); } public override void Activate(BulletBody pCollisionObject, bool pforceactivation) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; collisionObject.Activate(pforceactivation); } public override Quaternion GetOrientation(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; IndexedQuaternion mat = collisionObject.GetInterpolationWorldTransform().GetRotation(); return new Quaternion(mat.X, mat.Y, mat.Z, mat.W); } public override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags(); existingcollisionFlags &= ~pcollisionFlags; collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags); return (CollisionFlags)(uint)existingcollisionFlags; } public override float GetCcdMotionThreshold(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.GetCcdSquareMotionThreshold(); } public override float GetCcdSweptSphereRadius(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.GetCcdSweptSphereRadius(); } public override IntPtr GetUserPointer(BulletBody pCollisionObject) { CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; return (IntPtr)shape.GetUserPointer(); } public override void SetUserPointer(BulletBody pCollisionObject, IntPtr val) { CollisionObject shape = (pCollisionObject as BulletBodyXNA).body; shape.SetUserPointer(val); } public override void SetGravity(BulletBody pBody, Vector3 pGravity) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; if (body != null) // Can't set collisionobject.set gravity { IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z); body.SetGravity(gravity); } } public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain; world.RemoveConstraint(constraint); return true; } public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) { Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); constraint.SetLinearLowerLimit(lowlimit); constraint.SetLinearUpperLimit(highlimit); return true; } public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high) { Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z); IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z); constraint.SetAngularLowerLimit(lowlimit); constraint.SetAngularUpperLimit(highlimit); return true; } public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt) { Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; constraint.SetOverrideNumSolverIterations((int)cnt); } public override bool CalculateTransforms(BulletConstraint pConstraint) { Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; constraint.CalculateTransforms(); return true; } public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2) { Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; constraint.SetEnabled((p_2 == 0) ? false : true); } public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); frame1._origin = frame1v; IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); frame2._origin = frame1v; Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); consttr.CalculateTransforms(); world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); return new BulletConstraintXNA(consttr); } public override BulletConstraint Create6DofConstraintFixed(BulletWorld pWorld, BulletBody pBody1, Vector3 pframe1, Quaternion pframe1rot, bool pUseLinearReferenceFrameB, bool pdisableCollisionsBetweenLinkedBodies) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); frame1._origin = frame1v; Generic6DofConstraint consttr = new Generic6DofConstraint(body1, ref frame1, pUseLinearReferenceFrameB); consttr.CalculateTransforms(); world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies); return new BulletConstraintXNA(consttr); } /// /// /// /// /// /// /// /// /// /// public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0)); IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); IndexedMatrix mat = IndexedMatrix.Identity; mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z); frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint; frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint; Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); consttr.CalculateTransforms(); world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies); return new BulletConstraintXNA(consttr); } //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot); public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot) { Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); frame1._origin = frame1v; IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); frame2._origin = frame1v; constraint.SetFrames(ref frame1, ref frame2); return true; } public override Vector3 GetLinearVelocity(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 iv3 = body.GetLinearVelocity(); return new Vector3(iv3.X, iv3.Y, iv3.Z); } public override Vector3 GetAngularVelocity(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 iv3 = body.GetAngularVelocity(); return new Vector3(iv3.X, iv3.Y, iv3.Z); } public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z); IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3); return new Vector3(iv3.X, iv3.Y, iv3.Z); } public override void Translate(BulletBody pCollisionObject, Vector3 trans) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; collisionObject.Translate(new IndexedVector3(trans.X,trans.Y,trans.Z)); } public override void UpdateDeactivation(BulletBody pBody, float timeStep) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; body.UpdateDeactivation(timeStep); } public override bool WantsSleeping(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; return body.WantsSleeping(); } public override void SetAngularFactor(BulletBody pBody, float factor) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; body.SetAngularFactor(factor); } public override Vector3 GetAngularFactor(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 iv3 = body.GetAngularFactor(); return new Vector3(iv3.X, iv3.Y, iv3.Z); } public override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; return world.IsInWorld(collisionObject); } public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; body.AddConstraintRef(constrain); } public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain; body.RemoveConstraintRef(constrain); } public override BulletConstraint GetConstraintRef(BulletBody pBody, int index) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; return new BulletConstraintXNA(body.GetConstraintRef(index)); } public override int GetNumConstraintRefs(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; return body.GetNumConstraintRefs(); } public override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z); collisionObject.SetInterpolationLinearVelocity(ref velocity); } public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff) { Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; constraint.SetUseFrameOffset((onOff == 0) ? false : true); return true; } //SetBreakingImpulseThreshold(m_constraint.ptr, threshold); public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold) { Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; constraint.SetBreakingImpulseThreshold(threshold); return true; } public override bool HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation) { HingeConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as HingeConstraint; if (softness == HINGE_NOT_SPECIFIED) constraint.SetLimit(low, high); else constraint.SetLimit(low, high, softness, bias, relaxation); return true; } public override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse) { Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; constraint.EnableSpring(index, (numericTrueFalse == 0f ? false : true)); return true; } public override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint) { Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; if (index == SPRING_NOT_SPECIFIED) { constraint.SetEquilibriumPoint(); } else { if (equilibriumPoint == SPRING_NOT_SPECIFIED) constraint.SetEquilibriumPoint(index); else constraint.SetEquilibriumPoint(index, equilibriumPoint); } return true; } public override bool SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness) { Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; constraint.SetStiffness(index, stiffness); return true; } public override bool SpringSetDamping(BulletConstraint pConstraint, int index, float damping) { Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint; constraint.SetDamping(index, damping); return true; } public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val) { SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; switch (lowerUpper) { case SLIDER_LOWER_LIMIT: switch (linAng) { case SLIDER_LINEAR: constraint.SetLowerLinLimit(val); break; case SLIDER_ANGULAR: constraint.SetLowerAngLimit(val); break; } break; case SLIDER_UPPER_LIMIT: switch (linAng) { case SLIDER_LINEAR: constraint.SetUpperLinLimit(val); break; case SLIDER_ANGULAR: constraint.SetUpperAngLimit(val); break; } break; } return true; } public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val) { SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; switch (softRestDamp) { case SLIDER_SET_SOFTNESS: switch (dirLimOrtho) { case SLIDER_SET_DIRECTION: switch (linAng) { case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break; case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break; } break; case SLIDER_SET_LIMIT: switch (linAng) { case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break; case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break; } break; case SLIDER_SET_ORTHO: switch (linAng) { case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break; case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break; } break; } break; case SLIDER_SET_RESTITUTION: switch (dirLimOrtho) { case SLIDER_SET_DIRECTION: switch (linAng) { case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break; case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break; } break; case SLIDER_SET_LIMIT: switch (linAng) { case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break; case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break; } break; case SLIDER_SET_ORTHO: switch (linAng) { case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break; case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break; } break; } break; case SLIDER_SET_DAMPING: switch (dirLimOrtho) { case SLIDER_SET_DIRECTION: switch (linAng) { case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break; case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break; } break; case SLIDER_SET_LIMIT: switch (linAng) { case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break; case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break; } break; case SLIDER_SET_ORTHO: switch (linAng) { case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break; case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break; } break; } break; } return true; } public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse) { SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; switch (linAng) { case SLIDER_LINEAR: constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true); break; case SLIDER_ANGULAR: constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true); break; } return true; } public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val) { SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint; switch (forceVel) { case SLIDER_MOTOR_VELOCITY: switch (linAng) { case SLIDER_LINEAR: constraint.SetTargetLinMotorVelocity(val); break; case SLIDER_ANGULAR: constraint.SetTargetAngMotorVelocity(val); break; } break; case SLIDER_MAX_MOTOR_FORCE: switch (linAng) { case SLIDER_LINEAR: constraint.SetMaxLinMotorForce(val); break; case SLIDER_ANGULAR: constraint.SetMaxAngMotorForce(val); break; } break; } return true; } //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping); public override void SetAngularDamping(BulletBody pBody, float angularDamping) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; float lineardamping = body.GetLinearDamping(); body.SetDamping(lineardamping, angularDamping); } public override void UpdateInertiaTensor(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; if (body != null) // can't update inertia tensor on CollisionObject body.UpdateInertiaTensor(); } public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape) { CompoundShape shape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; shape.RecalculateLocalAabb(); } //BulletSimAPI.GetCollisionFlags(PhysBody.ptr) public override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; uint flags = (uint)collisionObject.GetCollisionFlags(); return (CollisionFlags) flags; } public override void SetDamping(BulletBody pBody, float pLinear, float pAngular) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; body.SetDamping(pLinear, pAngular); } //PhysBody.ptr, PhysicsScene.Params.deactivationTime); public override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; collisionObject.SetDeactivationTime(pDeactivationTime); } //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold); public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold); } public override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; return (CollisionObjectTypes)(int) collisionObject.GetInternalType(); } public override void ApplyGravity(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; body.ApplyGravity(); } public override Vector3 GetGravity(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 gravity = body.GetGravity(); return new Vector3(gravity.X, gravity.Y, gravity.Z); } public override void SetLinearDamping(BulletBody pBody, float lin_damping) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; float angularDamping = body.GetAngularDamping(); body.SetDamping(lin_damping, angularDamping); } public override float GetLinearDamping(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; return body.GetLinearDamping(); } public override float GetAngularDamping(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; return body.GetAngularDamping(); } public override float GetLinearSleepingThreshold(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; return body.GetLinearSleepingThreshold(); } public override void ApplyDamping(BulletBody pBody, float timeStep) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; body.ApplyDamping(timeStep); } public override Vector3 GetLinearFactor(BulletBody pBody) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 linearFactor = body.GetLinearFactor(); return new Vector3(linearFactor.X, linearFactor.Y, linearFactor.Z); } public override void SetLinearFactor(BulletBody pBody, Vector3 factor) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; body.SetLinearFactor(new IndexedVector3(factor.X, factor.Y, factor.Z)); } public override void SetCenterOfMassByPosRot(BulletBody pBody, Vector3 pos, Quaternion rot) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedQuaternion quat = new IndexedQuaternion(rot.X, rot.Y, rot.Z,rot.W); IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(quat); mat._origin = new IndexedVector3(pos.X, pos.Y, pos.Z); body.SetCenterOfMassTransform( ref mat); /* TODO: double check this */ } //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum); public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); body.ApplyCentralForce(ref fSum); } public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); body.ApplyCentralImpulse(ref fSum); } public override void ApplyTorque(BulletBody pBody, Vector3 pfSum) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); body.ApplyTorque(ref fSum); } public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum) { RigidBody body = (pBody as BulletBodyXNA).rigidBody; IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z); body.ApplyTorqueImpulse(ref fSum); } public override void DestroyObject(BulletWorld pWorld, BulletBody pBody) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CollisionObject co = (pBody as BulletBodyXNA).rigidBody; RigidBody bo = co as RigidBody; if (bo == null) { if (world.IsInWorld(co)) { world.RemoveCollisionObject(co); } } else { if (world.IsInWorld(bo)) { world.RemoveRigidBody(bo); } } if (co != null) { if (co.GetUserPointer() != null) { uint localId = (uint) co.GetUserPointer(); if (specialCollisionObjects.ContainsKey(localId)) { specialCollisionObjects.Remove(localId); } } } } public override void Shutdown(BulletWorld pWorld) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; world.Cleanup(); } public override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id) { CollisionShape shape1 = (pShape as BulletShapeXNA).shape; // TODO: Turn this from a reference copy to a Value Copy. BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType())); return shape2; } public override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape) { //TODO: return false; } //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) { CollisionWorld world = (pWorld as BulletWorldXNA).world; IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, pRawOrientation.Z, pRawOrientation.W)); mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); CollisionShape shape = (pShape as BulletShapeXNA).shape; //UpdateSingleAabb(world, shape); // TODO: Feed Update array into null SimMotionState motionState = new SimMotionState(this, pLocalID, mat, null); RigidBody body = new RigidBody(0,motionState,shape,IndexedVector3.Zero); RigidBodyConstructionInfo constructionInfo = new RigidBodyConstructionInfo(0, motionState, shape, IndexedVector3.Zero) { m_mass = 0 }; /* m_mass = mass; m_motionState =motionState; m_collisionShape = collisionShape; m_localInertia = localInertia; m_linearDamping = 0f; m_angularDamping = 0f; m_friction = 0.5f; m_restitution = 0f; m_linearSleepingThreshold = 0.8f; m_angularSleepingThreshold = 1f; m_additionalDamping = false; m_additionalDampingFactor = 0.005f; m_additionalLinearDampingThresholdSqr = 0.01f; m_additionalAngularDampingThresholdSqr = 0.01f; m_additionalAngularDampingFactor = 0.01f; m_startWorldTransform = IndexedMatrix.Identity; */ body.SetUserPointer(pLocalID); return new BulletBodyXNA(pLocalID, body); } public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) { IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y, pRawOrientation.Z, pRawOrientation.W)); mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); CollisionShape shape = (pShape as BulletShapeXNA).shape; // TODO: Feed Update array into null RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero); body.SetWorldTransform(mat); body.SetUserPointer(pLocalID); return new BulletBodyXNA(pLocalID, body); } //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT); public override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags); return (CollisionFlags)collisionObject.GetCollisionFlags(); } public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return Vector3.Zero; } public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; } public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; } public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; } public override bool IsStaticObject(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.IsStaticObject(); } public override bool IsKinematicObject(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.IsKinematicObject(); } public override bool IsStaticOrKinematicObject(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.IsStaticOrKinematicObject(); } public override bool HasContactResponse(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; return collisionObject.HasContactResponse(); } public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; } public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ } public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; } public override bool IsActive(BulletBody pBody) { /* TODO */ return false; } public override float GetRestitution(BulletBody pBody) { /* TODO */ return 0f; } public override float GetFriction(BulletBody pBody) { /* TODO */ return 0f; } public override void SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel) { /* TODO */ } public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; } //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction); public override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; collisionObject.SetHitFraction(pHitFraction); } //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale); public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z); CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight); capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin); capsuleShapeZ.SetLocalScaling(ref scale); return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE); ; } public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, ref CollisionDesc[] collisionArray, int maxUpdates, ref EntityProperties[] updateArray ) { UpdatedObjects = updateArray; UpdatedCollisions = collisionArray; /* TODO */ ConfigurationParameters[] configparms = new ConfigurationParameters[1]; configparms[0] = parms; Vector3 worldExtent = maxPosition; m_maxCollisions = maxCollisions; m_maxUpdatesPerFrame = maxUpdates; specialCollisionObjects = new Dictionary(); return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null)); } private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray, int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray, object mDebugLogCallbackHandle) { CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData(); p.angularDamping = BSParam.AngularDamping; p.defaultFriction = o[0].defaultFriction; p.defaultFriction = o[0].defaultFriction; p.defaultDensity = o[0].defaultDensity; p.defaultRestitution = o[0].defaultRestitution; p.collisionMargin = o[0].collisionMargin; p.gravity = o[0].gravity; p.linearDamping = BSParam.LinearDamping; p.angularDamping = BSParam.AngularDamping; p.deactivationTime = BSParam.DeactivationTime; p.linearSleepingThreshold = BSParam.LinearSleepingThreshold; p.angularSleepingThreshold = BSParam.AngularSleepingThreshold; p.ccdMotionThreshold = BSParam.CcdMotionThreshold; p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius; p.contactProcessingThreshold = BSParam.ContactProcessingThreshold; p.terrainImplementation = BSParam.TerrainImplementation; p.terrainFriction = BSParam.TerrainFriction; p.terrainHitFraction = BSParam.TerrainHitFraction; p.terrainRestitution = BSParam.TerrainRestitution; p.terrainCollisionMargin = BSParam.TerrainCollisionMargin; p.avatarFriction = BSParam.AvatarFriction; p.avatarStandingFriction = BSParam.AvatarStandingFriction; p.avatarDensity = BSParam.AvatarDensity; p.avatarRestitution = BSParam.AvatarRestitution; p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth; p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth; p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight; p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold; p.vehicleAngularDamping = BSParam.VehicleAngularDamping; p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize; p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize; p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation; p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs; p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder; p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands; p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching; p.numberOfSolverIterations = o[0].numberOfSolverIterations; p.linksetImplementation = BSParam.LinksetImplementation; p.linkConstraintUseFrameOffset = BSParam.NumericBool(BSParam.LinkConstraintUseFrameOffset); p.linkConstraintEnableTransMotor = BSParam.NumericBool(BSParam.LinkConstraintEnableTransMotor); p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel; p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce; p.linkConstraintERP = BSParam.LinkConstraintERP; p.linkConstraintCFM = BSParam.LinkConstraintCFM; p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations; p.physicsLoggingFrames = o[0].physicsLoggingFrames; DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo(); DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration(); CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci); if (p.maxPersistantManifoldPoolSize > 0) cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize; if (p.shouldDisableContactPoolDynamicAllocation !=0) m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION); //if (p.maxCollisionAlgorithmPoolSize >0 ) DbvtBroadphase m_broadphase = new DbvtBroadphase(); //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0); //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256); //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true); m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback()); SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver(); DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci); world.LastCollisionDesc = 0; world.LastEntityProperty = 0; world.WorldSettings.Params = p; world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0); world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD; if (p.shouldRandomizeSolverOrder != 0) world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER; world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0); //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port if (p.shouldEnableFrictionCaching != 0) world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING; if (p.numberOfSolverIterations > 0) world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations; world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping; world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution; world.GetSolverInfo().m_globalCfm = 0.0f; world.GetSolverInfo().m_tau = 0.6f; world.GetSolverInfo().m_friction = 0.3f; world.GetSolverInfo().m_maxErrorReduction = 20f; world.GetSolverInfo().m_numIterations = 10; world.GetSolverInfo().m_erp = 0.2f; world.GetSolverInfo().m_erp2 = 0.1f; world.GetSolverInfo().m_sor = 1.0f; world.GetSolverInfo().m_splitImpulse = false; world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f; world.GetSolverInfo().m_linearSlop = 0.0f; world.GetSolverInfo().m_warmstartingFactor = 0.85f; world.GetSolverInfo().m_restingContactRestitutionThreshold = 2; world.SetForceUpdateAllAabbs(true); //BSParam.TerrainImplementation = 0; world.SetGravity(new IndexedVector3(0,0,p.gravity)); // Turn off Pooling since globals and pooling are bad for threading. BulletGlobals.VoronoiSimplexSolverPool.SetPoolingEnabled(false); BulletGlobals.SubSimplexConvexCastPool.SetPoolingEnabled(false); BulletGlobals.ManifoldPointPool.SetPoolingEnabled(false); BulletGlobals.CastResultPool.SetPoolingEnabled(false); BulletGlobals.SphereShapePool.SetPoolingEnabled(false); BulletGlobals.DbvtNodePool.SetPoolingEnabled(false); BulletGlobals.SingleRayCallbackPool.SetPoolingEnabled(false); BulletGlobals.SubSimplexClosestResultPool.SetPoolingEnabled(false); BulletGlobals.GjkPairDetectorPool.SetPoolingEnabled(false); BulletGlobals.DbvtTreeColliderPool.SetPoolingEnabled(false); BulletGlobals.SingleSweepCallbackPool.SetPoolingEnabled(false); BulletGlobals.BroadphaseRayTesterPool.SetPoolingEnabled(false); BulletGlobals.ClosestNotMeConvexResultCallbackPool.SetPoolingEnabled(false); BulletGlobals.GjkEpaPenetrationDepthSolverPool.SetPoolingEnabled(false); BulletGlobals.ContinuousConvexCollisionPool.SetPoolingEnabled(false); BulletGlobals.DbvtStackDataBlockPool.SetPoolingEnabled(false); BulletGlobals.BoxBoxCollisionAlgorithmPool.SetPoolingEnabled(false); BulletGlobals.CompoundCollisionAlgorithmPool.SetPoolingEnabled(false); BulletGlobals.ConvexConcaveCollisionAlgorithmPool.SetPoolingEnabled(false); BulletGlobals.ConvexConvexAlgorithmPool.SetPoolingEnabled(false); BulletGlobals.ConvexPlaneAlgorithmPool.SetPoolingEnabled(false); BulletGlobals.SphereBoxCollisionAlgorithmPool.SetPoolingEnabled(false); BulletGlobals.SphereSphereCollisionAlgorithmPool.SetPoolingEnabled(false); BulletGlobals.SphereTriangleCollisionAlgorithmPool.SetPoolingEnabled(false); BulletGlobals.GImpactCollisionAlgorithmPool.SetPoolingEnabled(false); BulletGlobals.GjkEpaSolver2MinkowskiDiffPool.SetPoolingEnabled(false); BulletGlobals.PersistentManifoldPool.SetPoolingEnabled(false); BulletGlobals.ManifoldResultPool.SetPoolingEnabled(false); BulletGlobals.GJKPool.SetPoolingEnabled(false); BulletGlobals.GIM_ShapeRetrieverPool.SetPoolingEnabled(false); BulletGlobals.TriangleShapePool.SetPoolingEnabled(false); BulletGlobals.SphereTriangleDetectorPool.SetPoolingEnabled(false); BulletGlobals.CompoundLeafCallbackPool.SetPoolingEnabled(false); BulletGlobals.GjkConvexCastPool.SetPoolingEnabled(false); BulletGlobals.LocalTriangleSphereCastCallbackPool.SetPoolingEnabled(false); BulletGlobals.BridgeTriangleRaycastCallbackPool.SetPoolingEnabled(false); BulletGlobals.BridgeTriangleConcaveRaycastCallbackPool.SetPoolingEnabled(false); BulletGlobals.BridgeTriangleConvexcastCallbackPool.SetPoolingEnabled(false); BulletGlobals.MyNodeOverlapCallbackPool.SetPoolingEnabled(false); BulletGlobals.ClosestRayResultCallbackPool.SetPoolingEnabled(false); BulletGlobals.DebugDrawcallbackPool.SetPoolingEnabled(false); return world; } //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis) { Generic6DofConstraint constrain = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint; if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) { constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0); constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1); constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2); } if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL) { constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3); constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4); constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5); } if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL) { constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis); } return true; } public override bool PushUpdate(BulletBody pCollisionObject) { bool ret = false; CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; RigidBody rb = collisionObject as RigidBody; if (rb != null) { SimMotionState sms = rb.GetMotionState() as SimMotionState; if (sms != null) { IndexedMatrix wt = IndexedMatrix.Identity; sms.GetWorldTransform(out wt); sms.SetWorldTransform(ref wt, true); ret = true; } } return ret; } public override float GetAngularMotionDisc(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.GetAngularMotionDisc(); } public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.GetContactBreakingThreshold(defaultFactor); } public override bool IsCompound(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.IsCompound(); } public override bool IsSoftBody(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.IsSoftBody(); } public override bool IsPolyhedral(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.IsPolyhedral(); } public override bool IsConvex2d(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.IsConvex2d(); } public override bool IsConvex(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.IsConvex(); } public override bool IsNonMoving(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.IsNonMoving(); } public override bool IsConcave(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.IsConcave(); } public override bool IsInfinite(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; return shape.IsInfinite(); } public override bool IsNativeShape(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; bool ret; switch (shape.GetShapeType()) { case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: ret = true; break; default: ret = false; break; } return ret; } public override void SetShapeCollisionMargin(BulletShape pShape, float pMargin) { CollisionShape shape = (pShape as BulletShapeXNA).shape; shape.SetMargin(pMargin); } //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; IndexedMatrix bodyTransform = new IndexedMatrix(); bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z); bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W)); GhostObject gObj = new PairCachingGhostObject(); gObj.SetWorldTransform(bodyTransform); CollisionShape shape = (pShape as BulletShapeXNA).shape; gObj.SetCollisionShape(shape); gObj.SetUserPointer(pLocalID); if (specialCollisionObjects.ContainsKey(pLocalID)) specialCollisionObjects[pLocalID] = gObj; else specialCollisionObjects.Add(pLocalID, gObj); // TODO: Add to Special CollisionObjects! return new BulletBodyXNA(pLocalID, gObj); } public override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body; if (pShape == null) { collisionObject.SetCollisionShape(new EmptyShape()); } else { CollisionShape shape = (pShape as BulletShapeXNA).shape; collisionObject.SetCollisionShape(shape); } } public override BulletShape GetCollisionShape(BulletBody pCollisionObject) { CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; CollisionShape shape = collisionObject.GetCollisionShape(); return new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); } //(PhysicsScene.World.ptr, nativeShapeData) public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CollisionShape shape = null; switch (pShapeData.Type) { case BSPhysicsShapeType.SHAPE_BOX: shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f)); break; case BSPhysicsShapeType.SHAPE_CONE: shape = new ConeShapeZ(0.5f, 1.0f); break; case BSPhysicsShapeType.SHAPE_CYLINDER: shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f)); break; case BSPhysicsShapeType.SHAPE_SPHERE: shape = new SphereShape(0.5f); break; } if (shape != null) { IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z); shape.SetMargin(world.WorldSettings.Params.collisionMargin); shape.SetLocalScaling(ref scaling); } return new BulletShapeXNA(shape, pShapeData.Type); } //PhysicsScene.World.ptr, false public override BulletShape CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree) { return new BulletShapeXNA(new CompoundShape(enableDynamicAabbTree), BSPhysicsShapeType.SHAPE_COMPOUND); } public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape) { CompoundShape compoundshape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape; return compoundshape.GetNumChildShapes(); } //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot) { IndexedMatrix relativeTransform = new IndexedMatrix(); CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; CollisionShape addshape = (paddShape as BulletShapeXNA).shape; relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z); relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W)); compoundshape.AddChildShape(ref relativeTransform, addshape); } public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii) { CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape; CollisionShape ret = null; ret = compoundshape.GetChildShape(pii); compoundshape.RemoveChildShapeByIndex(pii); return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType())); } public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { if (cShape == null) return null; CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape; CollisionShape shape = compoundShape.GetChildShape(indx); BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType())); return retShape; } public BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin) { BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN; switch (pin) { case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_BOX; break; case BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.TETRAHEDRAL_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; break; case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_HULL; break; case BroadphaseNativeTypes.CONVEX_POINT_CLOUD_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.CUSTOM_POLYHEDRAL_SHAPE_TYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; //implicit convex shapes case BroadphaseNativeTypes.IMPLICIT_CONVEX_SHAPES_START_HERE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_SPHERE; break; case BroadphaseNativeTypes.MULTI_SPHERE_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_CAPSULE; break; case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_CONE; break; case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_CONVEXHULL; break; case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_CYLINDER; break; case BroadphaseNativeTypes.UNIFORM_SCALING_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.MINKOWSKI_SUM_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.MINKOWSKI_DIFFERENCE_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.BOX_2D_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.CONVEX_2D_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.CUSTOM_CONVEX_SHAPE_TYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; //concave shape case BroadphaseNativeTypes.CONCAVE_SHAPES_START_HERE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; //keep all the convex shapetype below here, for the check IsConvexShape in broadphase proxy! case BroadphaseNativeTypes.TRIANGLE_MESH_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_MESH; break; case BroadphaseNativeTypes.SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_MESH; break; ///used for demo integration FAST/Swift collision library and Bullet case BroadphaseNativeTypes.FAST_CONCAVE_MESH_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_MESH; break; //terrain case BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_HEIGHTMAP; break; ///Used for GIMPACT Trimesh integration case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_GIMPACT; break; ///Multimaterial mesh case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_MESH; break; case BroadphaseNativeTypes.EMPTY_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_GROUNDPLANE; break; case BroadphaseNativeTypes.CUSTOM_CONCAVE_SHAPE_TYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.CONCAVE_SHAPES_END_HERE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.COMPOUND_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_COMPOUND; break; case BroadphaseNativeTypes.SOFTBODY_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_MESH; break; case BroadphaseNativeTypes.HFFLUID_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.HFFLUID_BUOYANT_CONVEX_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; case BroadphaseNativeTypes.INVALID_SHAPE_PROXYTYPE: ret = BSPhysicsShapeType.SHAPE_UNKNOWN; break; } return ret; } public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ } public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb) { /* TODO */ } public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin) { StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight ); m_planeshape.SetMargin(pcollisionMargin); m_planeshape.SetUserPointer(pLocalId); return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE); } public override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) { Generic6DofSpringConstraint constrain = null; DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody; RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody; if (body1 != null && body2 != null) { IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); frame1._origin = frame1v; IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); frame2._origin = frame1v; constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); constrain.CalculateTransforms(); } return new BulletConstraintXNA(constrain); } public override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) { HingeConstraint constrain = null; DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; if (rb1 != null && rb2 != null) { IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); constrain = new HingeConstraint(rb1, rb2, ref pivotInA, ref pivotInB, ref axisInA, ref axisInB, puseLinearReferenceFrameA); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); } return new BulletConstraintXNA(constrain); } public override BulletConstraint CreateSliderConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies) { SliderConstraint constrain = null; DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; if (rb1 != null && rb2 != null) { IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); frame1._origin = frame1v; IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); frame2._origin = frame1v; constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); } return new BulletConstraintXNA(constrain); } public override BulletConstraint CreateConeTwistConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool pdisableCollisionsBetweenLinkedBodies) { ConeTwistConstraint constrain = null; DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; if (rb1 != null && rb2 != null) { IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z); IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W); IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot); frame1._origin = frame1v; IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z); IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W); IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot); frame2._origin = frame1v; constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); } return new BulletConstraintXNA(constrain); } public override BulletConstraint CreateGearConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 paxisInA, Vector3 paxisInB, float pratio, bool pdisableCollisionsBetweenLinkedBodies) { Generic6DofConstraint constrain = null; /* BulletXNA does not have a gear constraint GearConstraint constrain = null; DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; if (rb1 != null && rb2 != null) { IndexedVector3 axis1 = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z); IndexedVector3 axis2 = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z); constrain = new GearConstraint(rb1, rb2, ref axis1, ref axis2, pratio); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); } */ return new BulletConstraintXNA(constrain); } public override BulletConstraint CreatePoint2PointConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 ppivotInA, Vector3 ppivotInB, bool pdisableCollisionsBetweenLinkedBodies) { Point2PointConstraint constrain = null; DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody; RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody; if (rb1 != null && rb2 != null) { IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z); IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z); constrain = new Point2PointConstraint(rb1, rb2, ref pivotInA, ref pivotInB); world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies); } return new BulletConstraintXNA(constrain); } public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CompoundShape compoundshape = new CompoundShape(false); compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin); int ii = 1; for (int i = 0; i < pHullCount; i++) { int vertexCount = (int) pConvHulls[ii]; IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]); IndexedMatrix childTrans = IndexedMatrix.Identity; childTrans._origin = centroid; List virts = new List(); int ender = ((ii + 4) + (vertexCount*3)); for (int iii = ii + 4; iii < ender; iii+=3) { virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2])); } ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount); convexShape.SetMargin(world.WorldSettings.Params.collisionMargin); compoundshape.AddChildShape(ref childTrans, convexShape); ii += (vertexCount*3 + 4); } return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL); } public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms) { /* TODO */ return null; } public override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape) { /* TODO */ return null; } public override BulletShape CreateConvexHullShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) { /* TODO */ return null; } public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) { //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount); for (int iter = 0; iter < pVerticesCount; iter++) { if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0; if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0; } ObjectArray indicesarr = new ObjectArray(indices); ObjectArray vertices = new ObjectArray(verticesAsFloats); DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount); DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; IndexedMesh mesh = new IndexedMesh(); mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; mesh.m_numTriangles = pIndicesCount/3; mesh.m_numVertices = pVerticesCount; mesh.m_triangleIndexBase = indicesarr; mesh.m_vertexBase = vertices; mesh.m_vertexStride = 3; mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; mesh.m_triangleIndexStride = 3; TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true); meshShape.SetMargin(world.WorldSettings.Params.collisionMargin); // world.UpdateSingleAabb(meshShape); return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH); } public override BulletShape CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats) { // TODO: return null; } public static void DumpRaw(ObjectArrayindices, ObjectArray vertices, int pIndicesCount,int pVerticesCount ) { String fileName = "objTest3.raw"; String completePath = System.IO.Path.Combine(Util.configDir(), fileName); StreamWriter sw = new StreamWriter(completePath); IndexedMesh mesh = new IndexedMesh(); mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; mesh.m_numTriangles = pIndicesCount / 3; mesh.m_numVertices = pVerticesCount; mesh.m_triangleIndexBase = indices; mesh.m_vertexBase = vertices; mesh.m_vertexStride = 3; mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; mesh.m_triangleIndexStride = 3; TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); for (int i = 0; i < pVerticesCount; i++) { string s = vertices[indices[i * 3]].ToString("0.0000"); s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); sw.Write(s + "\n"); } sw.Close(); } public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount) { String fileName = "objTest6.raw"; String completePath = System.IO.Path.Combine(Util.configDir(), fileName); StreamWriter sw = new StreamWriter(completePath); IndexedMesh mesh = new IndexedMesh(); mesh.m_indexType = PHY_ScalarType.PHY_INTEGER; mesh.m_numTriangles = pIndicesCount / 3; mesh.m_numVertices = pVerticesCount; mesh.m_triangleIndexBase = indices; mesh.m_vertexBase = vertices; mesh.m_vertexStride = 3; mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT; mesh.m_triangleIndexStride = 3; TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray(); tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER); sw.WriteLine("Indices"); sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount)); for (int iter = 0; iter < indices.Length; iter++) { sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter])); } sw.WriteLine("VerticesFloats"); sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount)); for (int iter = 0; iter < vertices.Length; iter++) { sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000"))); } // for (int i = 0; i < pVerticesCount; i++) // { // // string s = vertices[indices[i * 3]].ToString("0.0000"); // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000"); // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000"); // // sw.Write(s + "\n"); //} sw.Close(); } public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin) { const int upAxis = 2; HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y, heightMap, scaleFactor, minHeight, maxHeight, upAxis, false); terrainShape.SetMargin(collisionMargin); terrainShape.SetUseDiamondSubdivision(true); terrainShape.SetUserPointer(id); return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN); } public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce) { TypedConstraint tconstrain = (pConstraint as BulletConstraintXNA).constrain; bool onOff = ponOff != 0; bool ret = false; switch (tconstrain.GetConstraintType()) { case TypedConstraintType.D6_CONSTRAINT_TYPE: Generic6DofConstraint constrain = tconstrain as Generic6DofConstraint; constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff; constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity; constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce; ret = true; break; } return ret; } public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, out int updatedEntityCount, out int collidersCount) { /* TODO */ updatedEntityCount = 0; collidersCount = 0; int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray); return ret; } private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders) { int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities, out collidersCount, out colliders, m_maxCollisions, m_maxUpdatesPerFrame); return epic; } private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates) { int numSimSteps = 0; Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length); Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length); LastEntityProperty=0; LastCollisionDesc=0; updatedEntityCount = 0; collidersCount = 0; if (pWorld is BulletWorldXNA) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; world.LastCollisionDesc = 0; world.LastEntityProperty = 0; numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep); int updates = 0; PersistentManifold contactManifold; CollisionObject objA; CollisionObject objB; ManifoldPoint manifoldPoint; PairCachingGhostObject pairCachingGhostObject; m_collisionsThisFrame = 0; int numManifolds = world.GetDispatcher().GetNumManifolds(); for (int j = 0; j < numManifolds; j++) { contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j); int numContacts = contactManifold.GetNumContacts(); if (numContacts == 0) continue; objA = contactManifold.GetBody0() as CollisionObject; objB = contactManifold.GetBody1() as CollisionObject; manifoldPoint = contactManifold.GetContactPoint(0); //IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB(); // IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A RecordCollision(this, objA, objB, manifoldPoint.GetPositionWorldOnB(), -manifoldPoint.m_normalWorldOnB, manifoldPoint.GetDistance()); m_collisionsThisFrame ++; if (m_collisionsThisFrame >= 9999999) break; } foreach (GhostObject ghostObject in specialCollisionObjects.Values) { pairCachingGhostObject = ghostObject as PairCachingGhostObject; if (pairCachingGhostObject != null) { RecordGhostCollisions(pairCachingGhostObject); } } updatedEntityCount = LastEntityProperty; updatedEntities = UpdatedObjects; collidersCount = LastCollisionDesc; colliders = UpdatedCollisions; } else { //if (updatedEntities is null) //updatedEntities = new List(); //updatedEntityCount = 0; //collidersCount = 0; updatedEntities = new EntityProperties[0]; colliders = new CollisionDesc[0]; } return numSimSteps; } public void RecordGhostCollisions(PairCachingGhostObject obj) { IOverlappingPairCache cache = obj.GetOverlappingPairCache(); ObjectArray pairs = cache.GetOverlappingPairArray(); DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world; PersistentManifoldArray manifoldArray = new PersistentManifoldArray(); BroadphasePair collisionPair; PersistentManifold contactManifold; CollisionObject objA; CollisionObject objB; ManifoldPoint pt; int numPairs = pairs.Count; for (int i = 0; i < numPairs; i++) { manifoldArray.Clear(); if (LastCollisionDesc < UpdatedCollisions.Length) break; collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1); if (collisionPair == null) continue; collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray); for (int j = 0; j < manifoldArray.Count; j++) { contactManifold = manifoldArray[j]; int numContacts = contactManifold.GetNumContacts(); objA = contactManifold.GetBody0() as CollisionObject; objB = contactManifold.GetBody1() as CollisionObject; for (int p = 0; p < numContacts; p++) { pt = contactManifold.GetContactPoint(p); if (pt.GetDistance() < 0.0f) { RecordCollision(this, objA, objB, pt.GetPositionWorldOnA(), -pt.m_normalWorldOnB,pt.GetDistance()); break; } } } } } private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) { IndexedVector3 contactNormal = norm; if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) { return; } uint idA = (uint)objA.GetUserPointer(); uint idB = (uint)objB.GetUserPointer(); if (idA > idB) { uint temp = idA; idA = idB; idB = temp; contactNormal = -contactNormal; } //ulong collisionID = ((ulong) idA << 32) | idB; CollisionDesc cDesc = new CollisionDesc() { aID = idA, bID = idB, point = new Vector3(contact.X,contact.Y,contact.Z), normal = new Vector3(contactNormal.X,contactNormal.Y,contactNormal.Z), penetration = penetration }; if (world.LastCollisionDesc < world.UpdatedCollisions.Length) world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc); m_collisionsThisFrame++; } private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pCollisionObject) { EntityProperties ent = new EntityProperties(); DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody; IndexedMatrix transform = collisionObject.GetWorldTransform(); IndexedVector3 LinearVelocity = collisionObject.GetInterpolationLinearVelocity(); IndexedVector3 AngularVelocity = collisionObject.GetInterpolationAngularVelocity(); IndexedQuaternion rotation = transform.GetRotation(); ent.Acceleration = Vector3.Zero; ent.ID = (uint)collisionObject.GetUserPointer(); ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z); ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W); ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z); ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z); return ent; } public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) { /* TODO */ return false; } public override Vector3 GetLocalScaling(BulletShape pShape) { CollisionShape shape = (pShape as BulletShapeXNA).shape; IndexedVector3 scale = shape.GetLocalScaling(); return new Vector3(scale.X,scale.Y,scale.Z); } public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe) { DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world; if (world != null) { if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody) { CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body; IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z); IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight); using ( ClosestNotMeRayResultCallback rayCallback = new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody) ) { world.RayTest(ref rOrigin, ref rEnd, rayCallback); if (rayCallback.HasHit()) { IndexedVector3 hitLocation = rayCallback.m_hitPointWorld; } return rayCallback.HasHit(); } } } return false; } } public class SimMotionState : DefaultMotionState { public RigidBody Rigidbody; public Vector3 ZeroVect; private IndexedMatrix m_xform; private EntityProperties m_properties; private EntityProperties m_lastProperties; private BSAPIXNA m_world; const float POSITION_TOLERANCE = 0.05f; const float VELOCITY_TOLERANCE = 0.001f; const float ROTATION_TOLERANCE = 0.01f; const float ANGULARVELOCITY_TOLERANCE = 0.01f; public SimMotionState(BSAPIXNA pWorld, uint id, IndexedMatrix starTransform, object frameUpdates) { IndexedQuaternion OrientationQuaterion = starTransform.GetRotation(); m_properties = new EntityProperties() { ID = id, Position = new Vector3(starTransform._origin.X, starTransform._origin.Y,starTransform._origin.Z), Rotation = new Quaternion(OrientationQuaterion.X,OrientationQuaterion.Y,OrientationQuaterion.Z,OrientationQuaterion.W) }; m_lastProperties = new EntityProperties() { ID = id, Position = new Vector3(starTransform._origin.X, starTransform._origin.Y, starTransform._origin.Z), Rotation = new Quaternion(OrientationQuaterion.X, OrientationQuaterion.Y, OrientationQuaterion.Z, OrientationQuaterion.W) }; m_world = pWorld; m_xform = starTransform; } public override void GetWorldTransform(out IndexedMatrix worldTrans) { worldTrans = m_xform; } public override void SetWorldTransform(IndexedMatrix worldTrans) { SetWorldTransform(ref worldTrans); } public override void SetWorldTransform(ref IndexedMatrix worldTrans) { SetWorldTransform(ref worldTrans, false); } public void SetWorldTransform(ref IndexedMatrix worldTrans, bool force) { m_xform = worldTrans; // Put the new transform into m_properties IndexedQuaternion OrientationQuaternion = m_xform.GetRotation(); IndexedVector3 LinearVelocityVector = Rigidbody.GetLinearVelocity(); IndexedVector3 AngularVelocityVector = Rigidbody.GetAngularVelocity(); m_properties.Position = new Vector3(m_xform._origin.X, m_xform._origin.Y, m_xform._origin.Z); m_properties.Rotation = new Quaternion(OrientationQuaternion.X, OrientationQuaternion.Y, OrientationQuaternion.Z, OrientationQuaternion.W); // A problem with stock Bullet is that we don't get an event when an object is deactivated. // This means that the last non-zero values for linear and angular velocity // are left in the viewer who does dead reconning and the objects look like // they float off. // BulletSim ships with a patch to Bullet which creates such an event. m_properties.Velocity = new Vector3(LinearVelocityVector.X, LinearVelocityVector.Y, LinearVelocityVector.Z); m_properties.RotationalVelocity = new Vector3(AngularVelocityVector.X, AngularVelocityVector.Y, AngularVelocityVector.Z); if (force || !AlmostEqual(ref m_lastProperties.Position, ref m_properties.Position, POSITION_TOLERANCE) || !AlmostEqual(ref m_properties.Rotation, ref m_lastProperties.Rotation, ROTATION_TOLERANCE) // If the Velocity and AngularVelocity are zero, most likely the object has // been deactivated. If they both are zero and they have become zero recently, // make sure a property update is sent so the zeros make it to the viewer. || ((m_properties.Velocity == ZeroVect && m_properties.RotationalVelocity == ZeroVect) && (m_properties.Velocity != m_lastProperties.Velocity || m_properties.RotationalVelocity != m_lastProperties.RotationalVelocity)) // If Velocity and AngularVelocity are non-zero but have changed, send an update. || !AlmostEqual(ref m_properties.Velocity, ref m_lastProperties.Velocity, VELOCITY_TOLERANCE) || !AlmostEqual(ref m_properties.RotationalVelocity, ref m_lastProperties.RotationalVelocity, ANGULARVELOCITY_TOLERANCE) ) { // Add this update to the list of updates for this frame. m_lastProperties = m_properties; if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length) m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties); //(*m_updatesThisFrame)[m_properties.ID] = &m_properties; } } public override void SetRigidBody(RigidBody body) { Rigidbody = body; } internal static bool AlmostEqual(ref Vector3 v1, ref Vector3 v2, float nEpsilon) { return (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) && (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) && (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))); } internal static bool AlmostEqual(ref Quaternion v1, ref Quaternion v2, float nEpsilon) { return (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) && (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) && (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) && (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon))); } } }