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- /*
- * 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<uint, GhostObject> 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;
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="p"></param>
- /// <param name="p_2"></param>
- 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 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);
- }
- /// <summary>
- ///
- /// </summary>
- /// <param name="pWorld"></param>
- /// <param name="pBody1"></param>
- /// <param name="pBody2"></param>
- /// <param name="pjoinPoint"></param>
- /// <param name="puseLinearReferenceFrameA"></param>
- /// <param name="pdisableCollisionsBetweenLinkedBodies"></param>
- /// <returns></returns>
- 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;
- }
- //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 = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
- m_maxCollisions = maxCollisions;
- m_maxUpdatesPerFrame = maxUpdates;
- specialCollisionObjects = new Dictionary<uint, GhostObject>();
- 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));
- 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<IndexedVector3> virts = new List<IndexedVector3>();
- 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<int> indicesarr = new ObjectArray<int>(indices);
- ObjectArray<float> vertices = new ObjectArray<float>(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(ObjectArray<int>indices, ObjectArray<float> 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 + 0.5f);
- 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<BulletXNA.EntityProperties>();
- //updatedEntityCount = 0;
- //collidersCount = 0;
- updatedEntities = new EntityProperties[0];
- colliders = new CollisionDesc[0];
- }
- return numSimSteps;
- }
- public void RecordGhostCollisions(PairCachingGhostObject obj)
- {
- IOverlappingPairCache cache = obj.GetOverlappingPairCache();
- ObjectArray<BroadphasePair> 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)));
- }
- }
- }
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