1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
|
/*
* 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.Reflection;
using System.Runtime.InteropServices;
using System.Security;
using System.Text;
using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public sealed class BSAPIUnman : BSAPITemplate
{
private sealed class BulletWorldUnman : BulletWorld
{
public IntPtr ptr;
public BulletWorldUnman(uint id, BSScene physScene, IntPtr xx)
: base(id, physScene)
{
ptr = xx;
}
}
private sealed class BulletBodyUnman : BulletBody
{
public IntPtr ptr;
public BulletBodyUnman(uint id, IntPtr xx)
: base(id)
{
ptr = xx;
}
public override bool HasPhysicalBody
{
get { return ptr != IntPtr.Zero; }
}
public override void Clear()
{
ptr = IntPtr.Zero;
}
public override string AddrString
{
get { return ptr.ToString("X"); }
}
}
private sealed class BulletShapeUnman : BulletShape
{
public IntPtr ptr;
public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ)
: base()
{
ptr = xx;
type = typ;
}
public override bool HasPhysicalShape
{
get { return ptr != IntPtr.Zero; }
}
public override void Clear()
{
ptr = IntPtr.Zero;
}
public override BulletShape Clone()
{
return new BulletShapeUnman(ptr, type);
}
public override bool ReferenceSame(BulletShape other)
{
BulletShapeUnman otheru = other as BulletShapeUnman;
return (otheru != null) && (this.ptr == otheru.ptr);
}
public override string AddrString
{
get { return ptr.ToString("X"); }
}
}
private sealed class BulletConstraintUnman : BulletConstraint
{
public BulletConstraintUnman(IntPtr xx) : base()
{
ptr = xx;
}
public IntPtr ptr;
public override void Clear()
{
ptr = IntPtr.Zero;
}
public override bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } }
// Used for log messages for a unique display of the memory/object allocated to this instance
public override string AddrString
{
get { return ptr.ToString("X"); }
}
}
// We pin the memory passed between the managed and unmanaged code.
GCHandle m_paramsHandle;
private GCHandle m_collisionArrayPinnedHandle;
private GCHandle m_updateArrayPinnedHandle;
// Handle to the callback used by the unmanaged code to call into the managed code.
// Used for debug logging.
// Need to store the handle in a persistant variable so it won't be freed.
private BSAPICPP.DebugLogCallback m_DebugLogCallbackHandle;
private BSScene PhysicsScene { get; set; }
public override string BulletEngineName { get { return "BulletUnmanaged"; } }
public override string BulletEngineVersion { get; protected set; }
public BSAPIUnman(string paramName, BSScene physScene)
{
PhysicsScene = physScene;
// Do something fancy with the paramName to get the right DLL implementation
// like "Bullet-2.80-OpenCL-Intel" loading the version for Intel based OpenCL implementation, etc.
}
// Initialization and simulation
public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
int maxCollisions, ref CollisionDesc[] collisionArray,
int maxUpdates, ref EntityProperties[] updateArray
)
{
// Pin down the memory that will be used to pass object collisions and updates back from unmanaged code
m_paramsHandle = GCHandle.Alloc(parms, GCHandleType.Pinned);
m_collisionArrayPinnedHandle = GCHandle.Alloc(collisionArray, GCHandleType.Pinned);
m_updateArrayPinnedHandle = GCHandle.Alloc(updateArray, GCHandleType.Pinned);
// If Debug logging level, enable logging from the unmanaged code
m_DebugLogCallbackHandle = null;
if (BSScene.m_log.IsDebugEnabled || PhysicsScene.PhysicsLogging.Enabled)
{
BSScene.m_log.DebugFormat("{0}: Initialize: Setting debug callback for unmanaged code", BSScene.LogHeader);
if (PhysicsScene.PhysicsLogging.Enabled)
// The handle is saved in a variable to make sure it doesn't get freed after this call
m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLoggerPhysLog);
else
m_DebugLogCallbackHandle = new BSAPICPP.DebugLogCallback(BulletLogger);
}
// Get the version of the DLL
// TODO: this doesn't work yet. Something wrong with marshaling the returned string.
// BulletEngineVersion = BulletSimAPI.GetVersion2();
BulletEngineVersion = "";
// Call the unmanaged code with the buffers and other information
return new BulletWorldUnman(0, PhysicsScene, BSAPICPP.Initialize2(maxPosition, m_paramsHandle.AddrOfPinnedObject(),
maxCollisions, m_collisionArrayPinnedHandle.AddrOfPinnedObject(),
maxUpdates, m_updateArrayPinnedHandle.AddrOfPinnedObject(),
m_DebugLogCallbackHandle));
}
// Called directly from unmanaged code so don't do much
private void BulletLogger(string msg)
{
BSScene.m_log.Debug("[BULLETS UNMANAGED]:" + msg);
}
// Called directly from unmanaged code so don't do much
private void BulletLoggerPhysLog(string msg)
{
PhysicsScene.DetailLog("[BULLETS UNMANAGED]:" + msg);
}
public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount, out int collidersCount)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
return BSAPICPP.PhysicsStep2(worldu.ptr, timeStep, maxSubSteps, fixedTimeStep, out updatedEntityCount, out collidersCount);
}
public override void Shutdown(BulletWorld world)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BSAPICPP.Shutdown2(worldu.ptr);
}
public override bool PushUpdate(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.PushUpdate2(bodyu.ptr);
}
public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
return BSAPICPP.UpdateParameter2(worldu.ptr, localID, parm, value);
}
// =====================================================================================
// Mesh, hull, shape and body creation helper routines
public override BulletShape CreateMeshShape(BulletWorld world,
int indicesCount, int[] indices,
int verticesCount, float[] vertices)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
return new BulletShapeUnman(
BSAPICPP.CreateMeshShape2(worldu.ptr, indicesCount, indices, verticesCount, vertices),
BSPhysicsShapeType.SHAPE_MESH);
}
public override BulletShape CreateHullShape(BulletWorld world, int hullCount, float[] hulls)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
return new BulletShapeUnman(
BSAPICPP.CreateHullShape2(worldu.ptr, hullCount, hulls),
BSPhysicsShapeType.SHAPE_HULL);
}
public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletShapeUnman shapeu = meshShape as BulletShapeUnman;
return new BulletShapeUnman(
BSAPICPP.BuildHullShapeFromMesh2(worldu.ptr, shapeu.ptr),
BSPhysicsShapeType.SHAPE_HULL);
}
public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
return new BulletShapeUnman(BSAPICPP.BuildNativeShape2(worldu.ptr, shapeData), shapeData.Type);
}
public override bool IsNativeShape(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
if (shapeu != null && shapeu.HasPhysicalShape)
return BSAPICPP.IsNativeShape2(shapeu.ptr);
return false;
}
public override void SetShapeCollisionMargin(BulletShape shape, float margin)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
if (shapeu != null && shapeu.HasPhysicalShape)
BSAPICPP.SetShapeCollisionMargin2(shapeu.ptr, margin);
}
public override BulletShape BuildCapsuleShape(BulletWorld world, float radius, float height, Vector3 scale)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
return new BulletShapeUnman(
BSAPICPP.BuildCapsuleShape2(worldu.ptr, radius, height, scale),
BSPhysicsShapeType.SHAPE_CAPSULE);
}
public override BulletShape CreateCompoundShape(BulletWorld world, bool enableDynamicAabbTree)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
return new BulletShapeUnman(
BSAPICPP.CreateCompoundShape2(worldu.ptr, enableDynamicAabbTree),
BSPhysicsShapeType.SHAPE_COMPOUND);
}
public override int GetNumberOfCompoundChildren(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
if (shapeu != null && shapeu.HasPhysicalShape)
return BSAPICPP.GetNumberOfCompoundChildren2(shapeu.ptr);
return 0;
}
public override void AddChildShapeToCompoundShape(BulletShape shape, BulletShape addShape, Vector3 pos, Quaternion rot)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
BulletShapeUnman addShapeu = addShape as BulletShapeUnman;
BSAPICPP.AddChildShapeToCompoundShape2(shapeu.ptr, addShapeu.ptr, pos, rot);
}
public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape shape, int indx)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return new BulletShapeUnman(BSAPICPP.GetChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN);
}
public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape shape, int indx)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return new BulletShapeUnman(BSAPICPP.RemoveChildShapeFromCompoundShapeIndex2(shapeu.ptr, indx), BSPhysicsShapeType.SHAPE_UNKNOWN);
}
public override void RemoveChildShapeFromCompoundShape(BulletShape shape, BulletShape removeShape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
BulletShapeUnman removeShapeu = removeShape as BulletShapeUnman;
BSAPICPP.RemoveChildShapeFromCompoundShape2(shapeu.ptr, removeShapeu.ptr);
}
public override void RecalculateCompoundShapeLocalAabb(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
BSAPICPP.RecalculateCompoundShapeLocalAabb2(shapeu.ptr);
}
public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletShape srcShape, uint id)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletShapeUnman srcShapeu = srcShape as BulletShapeUnman;
return new BulletShapeUnman(BSAPICPP.DuplicateCollisionShape2(worldu.ptr, srcShapeu.ptr, id), srcShape.type);
}
public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.DeleteCollisionShape2(worldu.ptr, shapeu.ptr);
}
public override int GetBodyType(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetBodyType2(bodyu.ptr);
}
public override BulletBody CreateBodyFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return new BulletBodyUnman(id, BSAPICPP.CreateBodyFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot));
}
public override BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, uint id, Vector3 pos, Quaternion rot)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return new BulletBodyUnman(id, BSAPICPP.CreateBodyWithDefaultMotionState2(shapeu.ptr, id, pos, rot));
}
public override BulletBody CreateGhostFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return new BulletBodyUnman(id, BSAPICPP.CreateGhostFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot));
}
public override void DestroyObject(BulletWorld world, BulletBody obj)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.DestroyObject2(worldu.ptr, bodyu.ptr);
}
// =====================================================================================
// Terrain creation and helper routines
public override BulletShape CreateGroundPlaneShape(uint id, float height, float collisionMargin)
{
return new BulletShapeUnman(BSAPICPP.CreateGroundPlaneShape2(id, height, collisionMargin), BSPhysicsShapeType.SHAPE_GROUNDPLANE);
}
public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
float scaleFactor, float collisionMargin)
{
return new BulletShapeUnman(BSAPICPP.CreateTerrainShape2(id, size, minHeight, maxHeight, heightMap, scaleFactor, collisionMargin),
BSPhysicsShapeType.SHAPE_TERRAIN);
}
// =====================================================================================
// Constraint creation and helper routines
public override BulletConstraint Create6DofConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 frame1loc, Quaternion frame1rot,
Vector3 frame2loc, Quaternion frame2rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
return new BulletConstraintUnman(BSAPICPP.Create6DofConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
frame2loc, frame2rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
}
public override BulletConstraint Create6DofConstraintToPoint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 joinPoint,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintToPoint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr,
joinPoint, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
}
public override BulletConstraint CreateHingeConstraint(BulletWorld world, BulletBody obj1, BulletBody obj2,
Vector3 pivotinA, Vector3 pivotinB,
Vector3 axisInA, Vector3 axisInB,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
return new BulletConstraintUnman(BSAPICPP.CreateHingeConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr,
pivotinA, pivotinB, axisInA, axisInB, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
}
public override void SetConstraintEnable(BulletConstraint constrain, float numericTrueFalse)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
BSAPICPP.SetConstraintEnable2(constrainu.ptr, numericTrueFalse);
}
public override void SetConstraintNumSolverIterations(BulletConstraint constrain, float iterations)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
BSAPICPP.SetConstraintNumSolverIterations2(constrainu.ptr, iterations);
}
public override bool SetFrames(BulletConstraint constrain,
Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.SetFrames2(constrainu.ptr, frameA, frameArot, frameB, frameBrot);
}
public override bool SetLinearLimits(BulletConstraint constrain, Vector3 low, Vector3 hi)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.SetLinearLimits2(constrainu.ptr, low, hi);
}
public override bool SetAngularLimits(BulletConstraint constrain, Vector3 low, Vector3 hi)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.SetAngularLimits2(constrainu.ptr, low, hi);
}
public override bool UseFrameOffset(BulletConstraint constrain, float enable)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.UseFrameOffset2(constrainu.ptr, enable);
}
public override bool TranslationalLimitMotor(BulletConstraint constrain, float enable, float targetVel, float maxMotorForce)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.TranslationalLimitMotor2(constrainu.ptr, enable, targetVel, maxMotorForce);
}
public override bool SetBreakingImpulseThreshold(BulletConstraint constrain, float threshold)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.SetBreakingImpulseThreshold2(constrainu.ptr, threshold);
}
public override bool CalculateTransforms(BulletConstraint constrain)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.CalculateTransforms2(constrainu.ptr);
}
public override bool SetConstraintParam(BulletConstraint constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.SetConstraintParam2(constrainu.ptr, paramIndex, value, axis);
}
public override bool DestroyConstraint(BulletWorld world, BulletConstraint constrain)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.DestroyConstraint2(worldu.ptr, constrainu.ptr);
}
// =====================================================================================
// btCollisionWorld entries
public override void UpdateSingleAabb(BulletWorld world, BulletBody obj)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.UpdateSingleAabb2(worldu.ptr, bodyu.ptr);
}
public override void UpdateAabbs(BulletWorld world)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BSAPICPP.UpdateAabbs2(worldu.ptr);
}
public override bool GetForceUpdateAllAabbs(BulletWorld world)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
return BSAPICPP.GetForceUpdateAllAabbs2(worldu.ptr);
}
public override void SetForceUpdateAllAabbs(BulletWorld world, bool force)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BSAPICPP.SetForceUpdateAllAabbs2(worldu.ptr, force);
}
// =====================================================================================
// btDynamicsWorld entries
public override bool AddObjectToWorld(BulletWorld world, BulletBody obj)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr);
}
public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr);
}
public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.AddConstraintToWorld2(worldu.ptr, constrainu.ptr, disableCollisionsBetweenLinkedObjects);
}
public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.RemoveConstraintFromWorld2(worldu.ptr, constrainu.ptr);
}
// =====================================================================================
// btCollisionObject entries
public override Vector3 GetAnisotripicFriction(BulletConstraint constrain)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.GetAnisotripicFriction2(constrainu.ptr);
}
public override Vector3 SetAnisotripicFriction(BulletConstraint constrain, Vector3 frict)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.SetAnisotripicFriction2(constrainu.ptr, frict);
}
public override bool HasAnisotripicFriction(BulletConstraint constrain)
{
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
return BSAPICPP.HasAnisotripicFriction2(constrainu.ptr);
}
public override void SetContactProcessingThreshold(BulletBody obj, float val)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetContactProcessingThreshold2(bodyu.ptr, val);
}
public override float GetContactProcessingThreshold(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetContactProcessingThreshold2(bodyu.ptr);
}
public override bool IsStaticObject(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.IsStaticObject2(bodyu.ptr);
}
public override bool IsKinematicObject(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.IsKinematicObject2(bodyu.ptr);
}
public override bool IsStaticOrKinematicObject(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.IsStaticOrKinematicObject2(bodyu.ptr);
}
public override bool HasContactResponse(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.HasContactResponse2(bodyu.ptr);
}
public override void SetCollisionShape(BulletWorld world, BulletBody obj, BulletShape shape)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BulletShapeUnman shapeu = shape as BulletShapeUnman;
if (worldu != null && bodyu != null)
{
// Special case to allow the caller to zero out the reference to any physical shape
if (shapeu != null)
BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, shapeu.ptr);
else
BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, IntPtr.Zero);
}
}
public override BulletShape GetCollisionShape(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return new BulletShapeUnman(BSAPICPP.GetCollisionShape2(bodyu.ptr), BSPhysicsShapeType.SHAPE_UNKNOWN);
}
public override int GetActivationState(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetActivationState2(bodyu.ptr);
}
public override void SetActivationState(BulletBody obj, int state)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetActivationState2(bodyu.ptr, state);
}
public override void SetDeactivationTime(BulletBody obj, float dtime)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetDeactivationTime2(bodyu.ptr, dtime);
}
public override float GetDeactivationTime(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetDeactivationTime2(bodyu.ptr);
}
public override void ForceActivationState(BulletBody obj, ActivationState state)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ForceActivationState2(bodyu.ptr, state);
}
public override void Activate(BulletBody obj, bool forceActivation)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.Activate2(bodyu.ptr, forceActivation);
}
public override bool IsActive(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.IsActive2(bodyu.ptr);
}
public override void SetRestitution(BulletBody obj, float val)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetRestitution2(bodyu.ptr, val);
}
public override float GetRestitution(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetRestitution2(bodyu.ptr);
}
public override void SetFriction(BulletBody obj, float val)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetFriction2(bodyu.ptr, val);
}
public override float GetFriction(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetFriction2(bodyu.ptr);
}
public override Vector3 GetPosition(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetPosition2(bodyu.ptr);
}
public override Quaternion GetOrientation(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetOrientation2(bodyu.ptr);
}
public override void SetTranslation(BulletBody obj, Vector3 position, Quaternion rotation)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetTranslation2(bodyu.ptr, position, rotation);
}
/*
public override IntPtr GetBroadphaseHandle(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetBroadphaseHandle2(bodyu.ptr);
}
public override void SetBroadphaseHandle(BulletBody obj, IntPtr handle)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetUserPointer2(bodyu.ptr, handle);
}
*/
public override void SetInterpolationLinearVelocity(BulletBody obj, Vector3 vel)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetInterpolationLinearVelocity2(bodyu.ptr, vel);
}
public override void SetInterpolationAngularVelocity(BulletBody obj, Vector3 vel)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetInterpolationAngularVelocity2(bodyu.ptr, vel);
}
public override void SetInterpolationVelocity(BulletBody obj, Vector3 linearVel, Vector3 angularVel)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetInterpolationVelocity2(bodyu.ptr, linearVel, angularVel);
}
public override float GetHitFraction(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetHitFraction2(bodyu.ptr);
}
public override void SetHitFraction(BulletBody obj, float val)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetHitFraction2(bodyu.ptr, val);
}
public override CollisionFlags GetCollisionFlags(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetCollisionFlags2(bodyu.ptr);
}
public override CollisionFlags SetCollisionFlags(BulletBody obj, CollisionFlags flags)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.SetCollisionFlags2(bodyu.ptr, flags);
}
public override CollisionFlags AddToCollisionFlags(BulletBody obj, CollisionFlags flags)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.AddToCollisionFlags2(bodyu.ptr, flags);
}
public override CollisionFlags RemoveFromCollisionFlags(BulletBody obj, CollisionFlags flags)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.RemoveFromCollisionFlags2(bodyu.ptr, flags);
}
public override float GetCcdMotionThreshold(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetCcdMotionThreshold2(bodyu.ptr);
}
public override void SetCcdMotionThreshold(BulletBody obj, float val)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetCcdMotionThreshold2(bodyu.ptr, val);
}
public override float GetCcdSweptSphereRadius(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetCcdSweptSphereRadius2(bodyu.ptr);
}
public override void SetCcdSweptSphereRadius(BulletBody obj, float val)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetCcdSweptSphereRadius2(bodyu.ptr, val);
}
public override IntPtr GetUserPointer(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetUserPointer2(bodyu.ptr);
}
public override void SetUserPointer(BulletBody obj, IntPtr val)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetUserPointer2(bodyu.ptr, val);
}
// =====================================================================================
// btRigidBody entries
public override void ApplyGravity(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ApplyGravity2(bodyu.ptr);
}
public override void SetGravity(BulletBody obj, Vector3 val)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetGravity2(bodyu.ptr, val);
}
public override Vector3 GetGravity(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetGravity2(bodyu.ptr);
}
public override void SetDamping(BulletBody obj, float lin_damping, float ang_damping)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetDamping2(bodyu.ptr, lin_damping, ang_damping);
}
public override void SetLinearDamping(BulletBody obj, float lin_damping)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetLinearDamping2(bodyu.ptr, lin_damping);
}
public override void SetAngularDamping(BulletBody obj, float ang_damping)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetAngularDamping2(bodyu.ptr, ang_damping);
}
public override float GetLinearDamping(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetLinearDamping2(bodyu.ptr);
}
public override float GetAngularDamping(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetAngularDamping2(bodyu.ptr);
}
public override float GetLinearSleepingThreshold(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetLinearSleepingThreshold2(bodyu.ptr);
}
public override void ApplyDamping(BulletBody obj, float timeStep)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ApplyDamping2(bodyu.ptr, timeStep);
}
public override void SetMassProps(BulletBody obj, float mass, Vector3 inertia)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetMassProps2(bodyu.ptr, mass, inertia);
}
public override Vector3 GetLinearFactor(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetLinearFactor2(bodyu.ptr);
}
public override void SetLinearFactor(BulletBody obj, Vector3 factor)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetLinearFactor2(bodyu.ptr, factor);
}
public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetCenterOfMassByPosRot2(bodyu.ptr, pos, rot);
}
// Add a force to the object as if its mass is one.
public override void ApplyCentralForce(BulletBody obj, Vector3 force)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ApplyCentralForce2(bodyu.ptr, force);
}
// Set the force being applied to the object as if its mass is one.
public override void SetObjectForce(BulletBody obj, Vector3 force)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetObjectForce2(bodyu.ptr, force);
}
public override Vector3 GetTotalForce(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetTotalForce2(bodyu.ptr);
}
public override Vector3 GetTotalTorque(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetTotalTorque2(bodyu.ptr);
}
public override Vector3 GetInvInertiaDiagLocal(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetInvInertiaDiagLocal2(bodyu.ptr);
}
public override void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetInvInertiaDiagLocal2(bodyu.ptr, inert);
}
public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetSleepingThresholds2(bodyu.ptr, lin_threshold, ang_threshold);
}
public override void ApplyTorque(BulletBody obj, Vector3 torque)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ApplyTorque2(bodyu.ptr, torque);
}
// Apply force at the given point. Will add torque to the object.
public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ApplyForce2(bodyu.ptr, force, pos);
}
// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ApplyCentralImpulse2(bodyu.ptr, imp);
}
// Apply impulse to the object's torque. Force is scaled by object's mass.
public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ApplyTorqueImpulse2(bodyu.ptr, imp);
}
// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ApplyImpulse2(bodyu.ptr, imp, pos);
}
public override void ClearForces(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ClearForces2(bodyu.ptr);
}
public override void ClearAllForces(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.ClearAllForces2(bodyu.ptr);
}
public override void UpdateInertiaTensor(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.UpdateInertiaTensor2(bodyu.ptr);
}
public override Vector3 GetLinearVelocity(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetLinearVelocity2(bodyu.ptr);
}
public override Vector3 GetAngularVelocity(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetAngularVelocity2(bodyu.ptr);
}
public override void SetLinearVelocity(BulletBody obj, Vector3 vel)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetLinearVelocity2(bodyu.ptr, vel);
}
public override void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetAngularVelocity2(bodyu.ptr, angularVelocity);
}
public override Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetVelocityInLocalPoint2(bodyu.ptr, pos);
}
public override void Translate(BulletBody obj, Vector3 trans)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.Translate2(bodyu.ptr, trans);
}
public override void UpdateDeactivation(BulletBody obj, float timeStep)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.UpdateDeactivation2(bodyu.ptr, timeStep);
}
public override bool WantsSleeping(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.WantsSleeping2(bodyu.ptr);
}
public override void SetAngularFactor(BulletBody obj, float factor)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetAngularFactor2(bodyu.ptr, factor);
}
public override void SetAngularFactorV(BulletBody obj, Vector3 factor)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BSAPICPP.SetAngularFactorV2(bodyu.ptr, factor);
}
public override Vector3 GetAngularFactor(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetAngularFactor2(bodyu.ptr);
}
public override bool IsInWorld(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.IsInWorld2(bodyu.ptr);
}
public override void AddConstraintRef(BulletBody obj, BulletConstraint constrain)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
BSAPICPP.AddConstraintRef2(bodyu.ptr, constrainu.ptr);
}
public override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
BSAPICPP.RemoveConstraintRef2(bodyu.ptr, constrainu.ptr);
}
public override BulletConstraint GetConstraintRef(BulletBody obj, int index)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return new BulletConstraintUnman(BSAPICPP.GetConstraintRef2(bodyu.ptr, index));
}
public override int GetNumConstraintRefs(BulletBody obj)
{
BulletBodyUnman bodyu = obj as BulletBodyUnman;
return BSAPICPP.GetNumConstraintRefs2(bodyu.ptr);
}
public override bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask)
{
BulletBodyUnman bodyu = body as BulletBodyUnman;
return BSAPICPP.SetCollisionGroupMask2(bodyu.ptr, filter, mask);
}
// =====================================================================================
// btCollisionShape entries
public override float GetAngularMotionDisc(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.GetAngularMotionDisc2(shapeu.ptr);
}
public override float GetContactBreakingThreshold(BulletShape shape, float defaultFactor)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.GetContactBreakingThreshold2(shapeu.ptr, defaultFactor);
}
public override bool IsPolyhedral(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.IsPolyhedral2(shapeu.ptr);
}
public override bool IsConvex2d(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.IsConvex2d2(shapeu.ptr);
}
public override bool IsConvex(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.IsConvex2(shapeu.ptr);
}
public override bool IsNonMoving(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.IsNonMoving2(shapeu.ptr);
}
public override bool IsConcave(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.IsConcave2(shapeu.ptr);
}
public override bool IsCompound(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.IsCompound2(shapeu.ptr);
}
public override bool IsSoftBody(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.IsSoftBody2(shapeu.ptr);
}
public override bool IsInfinite(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.IsInfinite2(shapeu.ptr);
}
public override void SetLocalScaling(BulletShape shape, Vector3 scale)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
BSAPICPP.SetLocalScaling2(shapeu.ptr, scale);
}
public override Vector3 GetLocalScaling(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.GetLocalScaling2(shapeu.ptr);
}
public override Vector3 CalculateLocalInertia(BulletShape shape, float mass)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.CalculateLocalInertia2(shapeu.ptr, mass);
}
public override int GetShapeType(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.GetShapeType2(shapeu.ptr);
}
public override void SetMargin(BulletShape shape, float val)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
BSAPICPP.SetMargin2(shapeu.ptr, val);
}
public override float GetMargin(BulletShape shape)
{
BulletShapeUnman shapeu = shape as BulletShapeUnman;
return BSAPICPP.GetMargin2(shapeu.ptr);
}
// =====================================================================================
// Debugging
public override void DumpRigidBody(BulletWorld world, BulletBody collisionObject)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletBodyUnman bodyu = collisionObject as BulletBodyUnman;
BSAPICPP.DumpRigidBody2(worldu.ptr, bodyu.ptr);
}
public override void DumpCollisionShape(BulletWorld world, BulletShape collisionShape)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletShapeUnman shapeu = collisionShape as BulletShapeUnman;
BSAPICPP.DumpCollisionShape2(worldu.ptr, shapeu.ptr);
}
public override void DumpConstraint(BulletWorld world, BulletConstraint constrain)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
BSAPICPP.DumpConstraint2(worldu.ptr, constrainu.ptr);
}
public override void DumpActivationInfo(BulletWorld world)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BSAPICPP.DumpActivationInfo2(worldu.ptr);
}
public override void DumpAllInfo(BulletWorld world)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BSAPICPP.DumpAllInfo2(worldu.ptr);
}
public override void DumpPhysicsStatistics(BulletWorld world)
{
BulletWorldUnman worldu = world as BulletWorldUnman;
BSAPICPP.DumpPhysicsStatistics2(worldu.ptr);
}
// =====================================================================================
// =====================================================================================
// =====================================================================================
// =====================================================================================
// =====================================================================================
// The actual interface to the unmanaged code
static class BSAPICPP
{
// ===============================================================================
// Link back to the managed code for outputting log messages
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
// ===============================================================================
// Initialization and simulation
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
int maxCollisions, IntPtr collisionArray,
int maxUpdates, IntPtr updateArray,
DebugLogCallback logRoutine);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int PhysicsStep2(IntPtr world, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount, out int collidersCount);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Shutdown2(IntPtr sim);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool PushUpdate2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
// =====================================================================================
// Mesh, hull, shape and body creation helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateMeshShape2(IntPtr world,
int indicesCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices );
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateHullShape2(IntPtr world,
int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr BuildHullShapeFromMesh2(IntPtr world, IntPtr meshShape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr BuildNativeShape2(IntPtr world, ShapeData shapeData);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsNativeShape2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetShapeCollisionMargin2(IntPtr shape, float margin);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr BuildCapsuleShape2(IntPtr world, float radius, float height, Vector3 scale);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateCompoundShape2(IntPtr sim, bool enableDynamicAabbTree);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetNumberOfCompoundChildren2(IntPtr cShape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void AddChildShapeToCompoundShape2(IntPtr cShape, IntPtr addShape, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr RemoveChildShapeFromCompoundShapeIndex2(IntPtr cShape, int indx);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void RemoveChildShapeFromCompoundShape2(IntPtr cShape, IntPtr removeShape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void RecalculateCompoundShapeLocalAabb2(IntPtr cShape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr DuplicateCollisionShape2(IntPtr sim, IntPtr srcShape, uint id);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DeleteCollisionShape2(IntPtr world, IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetBodyType2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateBodyWithDefaultMotionState2(IntPtr shape, uint id, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateGhostFromShape2(IntPtr sim, IntPtr shape, uint id, Vector3 pos, Quaternion rot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DestroyObject2(IntPtr sim, IntPtr obj);
// =====================================================================================
// Terrain creation and helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateGroundPlaneShape2(uint id, float height, float collisionMargin);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateTerrainShape2(uint id, Vector3 size, float minHeight, float maxHeight,
[MarshalAs(UnmanagedType.LPArray)] float[] heightMap,
float scaleFactor, float collisionMargin);
// =====================================================================================
// Constraint creation and helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Create6DofConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
Vector3 frame1loc, Quaternion frame1rot,
Vector3 frame2loc, Quaternion frame2rot,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Create6DofConstraintToPoint2(IntPtr world, IntPtr obj1, IntPtr obj2,
Vector3 joinPoint,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr CreateHingeConstraint2(IntPtr world, IntPtr obj1, IntPtr obj2,
Vector3 pivotinA, Vector3 pivotinB,
Vector3 axisInA, Vector3 axisInB,
bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetConstraintEnable2(IntPtr constrain, float numericTrueFalse);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetConstraintNumSolverIterations2(IntPtr constrain, float iterations);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetFrames2(IntPtr constrain,
Vector3 frameA, Quaternion frameArot, Vector3 frameB, Quaternion frameBrot);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetLinearLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetAngularLimits2(IntPtr constrain, Vector3 low, Vector3 hi);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UseFrameOffset2(IntPtr constrain, float enable);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool TranslationalLimitMotor2(IntPtr constrain, float enable, float targetVel, float maxMotorForce);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetBreakingImpulseThreshold2(IntPtr constrain, float threshold);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool CalculateTransforms2(IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetConstraintParam2(IntPtr constrain, ConstraintParams paramIndex, float value, ConstraintParamAxis axis);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool DestroyConstraint2(IntPtr world, IntPtr constrain);
// =====================================================================================
// btCollisionWorld entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateSingleAabb2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateAabbs2(IntPtr world);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool GetForceUpdateAllAabbs2(IntPtr world);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetForceUpdateAllAabbs2(IntPtr world, bool force);
// =====================================================================================
// btDynamicsWorld entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool AddConstraintToWorld2(IntPtr world, IntPtr constrain, bool disableCollisionsBetweenLinkedObjects);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool RemoveConstraintFromWorld2(IntPtr world, IntPtr constrain);
// =====================================================================================
// btCollisionObject entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetAnisotripicFriction2(IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 SetAnisotripicFriction2(IntPtr constrain, Vector3 frict);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool HasAnisotripicFriction2(IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetContactProcessingThreshold2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetContactProcessingThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsStaticObject2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsKinematicObject2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsStaticOrKinematicObject2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool HasContactResponse2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCollisionShape2(IntPtr sim, IntPtr obj, IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetCollisionShape2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetActivationState2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetActivationState2(IntPtr obj, int state);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetDeactivationTime2(IntPtr obj, float dtime);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetDeactivationTime2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ForceActivationState2(IntPtr obj, ActivationState state);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Activate2(IntPtr obj, bool forceActivation);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsActive2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetRestitution2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetRestitution2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetFriction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetFriction2(IntPtr obj);
/* Haven't defined the type 'Transform'
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Transform GetWorldTransform2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void setWorldTransform2(IntPtr obj, Transform trans);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetPosition2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Quaternion GetOrientation2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetBroadphaseHandle2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetBroadphaseHandle2(IntPtr obj, IntPtr handle);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Transform GetInterpolationWorldTransform2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetInterpolationWorldTransform2(IntPtr obj, Transform trans);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetInterpolationLinearVelocity2(IntPtr obj, Vector3 vel);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetInterpolationAngularVelocity2(IntPtr obj, Vector3 vel);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetInterpolationVelocity2(IntPtr obj, Vector3 linearVel, Vector3 angularVel);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetHitFraction2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetHitFraction2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern CollisionFlags GetCollisionFlags2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern CollisionFlags SetCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern CollisionFlags AddToCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern CollisionFlags RemoveFromCollisionFlags2(IntPtr obj, CollisionFlags flags);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetCcdMotionThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCcdMotionThreshold2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetCcdSweptSphereRadius2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCcdSweptSphereRadius2(IntPtr obj, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetUserPointer2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
// =====================================================================================
// btRigidBody entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyGravity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetGravity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetGravity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLinearDamping2(IntPtr obj, float lin_damping);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularDamping2(IntPtr obj, float ang_damping);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetLinearDamping2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetAngularDamping2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetLinearSleepingThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetAngularSleepingThreshold2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyDamping2(IntPtr obj, float timeStep);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetLinearFactor2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLinearFactor2(IntPtr obj, Vector3 factor);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCenterOfMassTransform2(IntPtr obj, Transform trans);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetCenterOfMassByPosRot2(IntPtr obj, Vector3 pos, Quaternion rot);
// Add a force to the object as if its mass is one.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyCentralForce2(IntPtr obj, Vector3 force);
// Set the force being applied to the object as if its mass is one.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetObjectForce2(IntPtr obj, Vector3 force);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetTotalForce2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetTotalTorque2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetInvInertiaDiagLocal2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetInvInertiaDiagLocal2(IntPtr obj, Vector3 inert);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyTorque2(IntPtr obj, Vector3 torque);
// Apply force at the given point. Will add torque to the object.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyForce2(IntPtr obj, Vector3 force, Vector3 pos);
// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyCentralImpulse2(IntPtr obj, Vector3 imp);
// Apply impulse to the object's torque. Force is scaled by object's mass.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyTorqueImpulse2(IntPtr obj, Vector3 imp);
// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ApplyImpulse2(IntPtr obj, Vector3 imp, Vector3 pos);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ClearForces2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void ClearAllForces2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateInertiaTensor2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetCenterOfMassPosition2(IntPtr obj);
/*
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Transform GetCenterOfMassTransform2(IntPtr obj);
*/
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetLinearVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetAngularVelocity2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLinearVelocity2(IntPtr obj, Vector3 val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetVelocityInLocalPoint2(IntPtr obj, Vector3 pos);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void Translate2(IntPtr obj, Vector3 trans);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void UpdateDeactivation2(IntPtr obj, float timeStep);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool WantsSleeping2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularFactor2(IntPtr obj, float factor);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetAngularFactorV2(IntPtr obj, Vector3 factor);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetAngularFactor2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsInWorld2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void AddConstraintRef2(IntPtr obj, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void RemoveConstraintRef2(IntPtr obj, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr GetConstraintRef2(IntPtr obj, int index);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetNumConstraintRefs2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool SetCollisionGroupMask2(IntPtr body, uint filter, uint mask);
// =====================================================================================
// btCollisionShape entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetAngularMotionDisc2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetContactBreakingThreshold2(IntPtr shape, float defaultFactor);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsPolyhedral2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsConvex2d2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsConvex2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsNonMoving2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsConcave2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsCompound2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsSoftBody2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool IsInfinite2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetLocalScaling2(IntPtr shape, Vector3 scale);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 GetLocalScaling2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern Vector3 CalculateLocalInertia2(IntPtr shape, float mass);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern int GetShapeType2(IntPtr shape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetMargin2(IntPtr shape, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetMargin2(IntPtr shape);
// =====================================================================================
// Debugging
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpRigidBody2(IntPtr sim, IntPtr collisionObject);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpCollisionShape2(IntPtr sim, IntPtr collisionShape);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpMapInfo2(IntPtr sim, IntPtr manInfo);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpConstraint2(IntPtr sim, IntPtr constrain);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpActivationInfo2(IntPtr sim);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpAllInfo2(IntPtr sim);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void DumpPhysicsStatistics2(IntPtr sim);
}
}
}
|