OpenSimMirror/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs

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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.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;
type = typ;
}
public override bool HasPhysicalShape
{
get { return shape != null; }
}
public override void Clear()
{
shape = null;
}
public override BulletShape Clone()
{
return new BulletShapeXNA(shape, type);
}
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"; }
}
}
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 = ((BulletWorldXNA)pWorld).world;
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
world.RemoveRigidBody(body);
return true;
}
public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
{
/* TODO */
return false;
}
public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain)
{
/* TODO */
return false;
}
public override void SetRestitution(BulletBody pBody, float pRestitution)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetRestitution(pRestitution);
}
public override int GetShapeType(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return (int)shape.GetShapeType();
}
public override void SetMargin(BulletShape pShape, float pMargin)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
shape.SetMargin(pMargin);
}
public override float GetMargin(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.GetMargin();
}
public override void SetLocalScaling(BulletShape pShape, Vector3 pScale)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z);
shape.SetLocalScaling(ref vec);
}
public override void SetContactProcessingThreshold(BulletBody pBody, float contactprocessingthreshold)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetContactProcessingThreshold(contactprocessingthreshold);
}
public override void SetCcdMotionThreshold(BulletBody pBody, float pccdMotionThreashold)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetCcdMotionThreshold(pccdMotionThreashold);
}
public override void SetCcdSweptSphereRadius(BulletBody pBody, float pCcdSweptSphereRadius)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius);
}
public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z));
}
public override CollisionFlags AddToCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags)
{
CollisionObject body = ((BulletBodyXNA)pBody).body;
CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags();
existingcollisionFlags |= pcollisionFlags;
body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
return (CollisionFlags) (uint) existingcollisionFlags;
}
public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)
{
// 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.
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedMatrix origPos = body.GetWorldTransform();
IndexedVector3 origGrav = body.GetGravity();
//if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE))
world.AddRigidBody(body);
body.SetWorldTransform(origPos);
body.SetGravity(origGrav);
pBody.ApplyCollisionMask(pWorld.physicsScene);
//if (body.GetBroadphaseHandle() != null)
// world.UpdateSingleAabb(body);
return true;
}
public override void ForceActivationState(BulletBody pBody, ActivationState pActivationState)
{
CollisionObject body = ((BulletBodyXNA)pBody).body;
body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState);
}
public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pBody)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
CollisionObject body = ((BulletBodyXNA)pBody).body;
world.UpdateSingleAabb(body);
}
public override void UpdateAabbs(BulletWorld world) { /* TODO */ }
public override bool GetForceUpdateAllAabbs(BulletWorld world) { /* TODO */ return false; }
public override void SetForceUpdateAllAabbs(BulletWorld world, bool force) { /* TODO */ }
public override bool SetCollisionGroupMask(BulletBody pBody, uint pGroup, uint pMask)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
if ((uint) body.GetBroadphaseHandle().m_collisionFilterGroup == 0)
return false;
return true;
}
public override void ClearAllForces(BulletBody pBody)
{
CollisionObject body = ((BulletBodyXNA)pBody).body;
IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0);
body.SetInterpolationLinearVelocity(ref zeroVector);
body.SetInterpolationAngularVelocity(ref zeroVector);
IndexedMatrix bodytransform = body.GetWorldTransform();
body.SetInterpolationWorldTransform(ref bodytransform);
if (body is RigidBody)
{
RigidBody rigidbody = body as RigidBody;
rigidbody.SetLinearVelocity(zeroVector);
rigidbody.SetAngularVelocity(zeroVector);
rigidbody.ClearForces();
}
}
public override void SetInterpolationAngularVelocity(BulletBody pBody, Vector3 pVector3)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
body.SetInterpolationAngularVelocity(ref vec);
}
public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
body.SetAngularVelocity(ref vec);
}
public override Vector3 GetTotalForce(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 iv3 = body.GetTotalForce();
return new Vector3(iv3.X, iv3.Y, iv3.Z);
}
public override Vector3 GetTotalTorque(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 iv3 = body.GetTotalTorque();
return new Vector3(iv3.X, iv3.Y, iv3.Z);
}
public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 iv3 = body.GetInvInertiaDiagLocal();
return new Vector3(iv3.X, iv3.Y, iv3.Z);
}
public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert)
{
RigidBody body = ((BulletBodyXNA)pBody).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 = ((BulletBodyXNA)pBody).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 = ((BulletBodyXNA)pBody).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 = ((BulletBodyXNA)pBody).rigidBody;
body.ClearForces();
}
public override void SetTranslation(BulletBody pBody, Vector3 _position, Quaternion _orientation)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
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;
body.SetWorldTransform(mat);
}
public override Vector3 GetPosition(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin;
return new Vector3(pos.X, pos.Y, pos.Z);
}
public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass)
{
CollisionShape shape = ((BulletShapeXNA)pShape).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 = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z);
body.SetMassProps(pphysMass, inertia);
}
public override void SetObjectForce(BulletBody pBody, Vector3 _force)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z);
body.SetTotalForce(ref force);
}
public override void SetFriction(BulletBody pBody, float _currentFriction)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetFriction(_currentFriction);
}
public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z);
body.SetLinearVelocity(velocity);
}
public override void Activate(BulletBody pBody, bool pforceactivation)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.Activate(pforceactivation);
}
public override Quaternion GetOrientation(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation();
return new Quaternion(mat.X, mat.Y, mat.Z, mat.W);
}
public override CollisionFlags RemoveFromCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags();
existingcollisionFlags &= ~pcollisionFlags;
body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
return (CollisionFlags)(uint)existingcollisionFlags;
}
public override float GetCcdMotionThreshold(BulletBody obj) { /* TODO */ return 0f; }
public override float GetCcdSweptSphereRadius(BulletBody obj) { /* TODO */ return 0f; }
public override IntPtr GetUserPointer(BulletBody obj) { /* TODO */ return IntPtr.Zero; }
public override void SetUserPointer(BulletBody obj, IntPtr val) { /* TODO */ }
public override void SetGravity(BulletBody pBody, Vector3 pGravity)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z);
body.SetGravity(gravity);
}
public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
TypedConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain;
world.RemoveConstraint(constraint);
return true;
}
public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
{
Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).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 = ((BulletConstraintXNA)pConstraint).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 = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
constraint.SetOverrideNumSolverIterations((int)cnt);
}
public override bool CalculateTransforms(BulletConstraint pConstraint)
{
Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
constraint.CalculateTransforms();
return true;
}
public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2)
{
Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
constraint.SetEnabled((p_2 == 0) ? false : true);
}
//BulletSimAPI.Create6DofConstraint(m_world.ptr, m_body1.ptr, m_body2.ptr,frame1, frame1rot,frame2, frame2rot,useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
public override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody;
RigidBody body2 = ((BulletBodyXNA)pBody2).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);
}
/// <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 = ((BulletWorldXNA)pWorld).world;
RigidBody body1 = ((BulletBodyXNA)pBody1).rigidBody;
RigidBody body2 = ((BulletBodyXNA)pBody2).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 = ((BulletConstraintXNA)pConstraint).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 = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 iv3 = body.GetLinearVelocity();
return new Vector3(iv3.X, iv3.Y, iv3.Z);
}
public override Vector3 GetAngularVelocity(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 iv3 = body.GetAngularVelocity();
return new Vector3(iv3.X, iv3.Y, iv3.Z);
}
public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos)
{
RigidBody body = ((BulletBodyXNA)pBody).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 pBody, Vector3 trans)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
}
public override void UpdateDeactivation(BulletBody pBody, float timeStep)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.UpdateDeactivation(timeStep);
}
public override bool WantsSleeping(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
return body.WantsSleeping();
}
public override void SetAngularFactor(BulletBody pBody, float factor)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetAngularFactor(factor);
}
public override Vector3 GetAngularFactor(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 iv3 = body.GetAngularFactor();
return new Vector3(iv3.X, iv3.Y, iv3.Z);
}
public override bool IsInWorld(BulletWorld pWorld, BulletBody pBody)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
CollisionObject body = ((BulletBodyXNA)pBody).body;
return world.IsInWorld(body);
}
public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstrain)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain;
body.AddConstraintRef(constrain);
}
public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstrain)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain;
body.RemoveConstraintRef(constrain);
}
public override BulletConstraint GetConstraintRef(BulletBody pBody, int index)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
return new BulletConstraintXNA(body.GetConstraintRef(index));
}
public override int GetNumConstraintRefs(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
return body.GetNumConstraintRefs();
}
public override void SetInterpolationLinearVelocity(BulletBody pBody, Vector3 VehicleVelocity)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z);
body.SetInterpolationLinearVelocity(ref velocity);
}
public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff)
{
Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).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 = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
constraint.SetBreakingImpulseThreshold(threshold);
return true;
}
//BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping);
public override void SetAngularDamping(BulletBody pBody, float angularDamping)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
float lineardamping = body.GetLinearDamping();
body.SetDamping(lineardamping, angularDamping);
}
public override void UpdateInertiaTensor(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.UpdateInertiaTensor();
}
public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape)
{
CompoundShape shape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape;
shape.RecalculateLocalAabb();
}
//BulletSimAPI.GetCollisionFlags(PhysBody.ptr)
public override CollisionFlags GetCollisionFlags(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
uint flags = (uint)body.GetCollisionFlags();
return (CollisionFlags) flags;
}
public override void SetDamping(BulletBody pBody, float pLinear, float pAngular)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetDamping(pLinear, pAngular);
}
//PhysBody.ptr, PhysicsScene.Params.deactivationTime);
public override void SetDeactivationTime(BulletBody pBody, float pDeactivationTime)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetDeactivationTime(pDeactivationTime);
}
//SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold);
}
public override CollisionObjectTypes GetBodyType(BulletBody pBody)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
return (CollisionObjectTypes)(int) body.GetInternalType();
}
public override void ApplyGravity(BulletBody obj) { /* TODO */ }
public override Vector3 GetGravity(BulletBody obj) { /* TODO */ return Vector3.Zero; }
public override void SetLinearDamping(BulletBody obj, float lin_damping) { /* TODO */ }
public override float GetLinearDamping(BulletBody obj) { /* TODO */ return 0f; }
public override float GetAngularDamping(BulletBody obj) { /* TODO */ return 0f; }
public override float GetLinearSleepingThreshold(BulletBody obj) { /* TODO */ return 0f; }
public override void ApplyDamping(BulletBody obj, float timeStep) { /* TODO */ }
public override Vector3 GetLinearFactor(BulletBody obj) { /* TODO */ return Vector3.Zero; }
public override void SetLinearFactor(BulletBody obj, Vector3 factor) { /* TODO */ }
public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot) { /* TODO */ }
//BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum);
public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum)
{
RigidBody body = ((BulletBodyXNA)pBody).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 = ((BulletBodyXNA)pBody).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 = ((BulletBodyXNA)pBody).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 = ((BulletBodyXNA)pBody).rigidBody;
IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
body.ApplyTorqueImpulse(ref fSum);
}
public override void DumpRigidBody(BulletWorld p, BulletBody p_2)
{
//TODO:
}
public override void DumpCollisionShape(BulletWorld p, BulletShape p_2)
{
//TODO:
}
public override void DumpConstraint(BulletWorld world, BulletConstraint constrain)
{
//TODO:
}
public override void DumpActivationInfo(BulletWorld world)
{
//TODO:
}
public override void DumpAllInfo(BulletWorld world)
{
//TODO:
}
public override void DumpPhysicsStatistics(BulletWorld world)
{
//TODO:
}
public override void DestroyObject(BulletWorld p, BulletBody p_2)
{
//TODO:
}
public override void Shutdown(BulletWorld pWorld)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
world.Cleanup();
}
public override BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id)
{
return null;
}
public override bool DeleteCollisionShape(BulletWorld p, BulletShape p_2)
{
//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 = ((BulletWorldXNA)pWorld).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 = ((BulletShapeXNA)pShape).shape;
//UpdateSingleAabb(world, shape);
// TODO: Feed Update array into null
RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero);
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 = ((BulletShapeXNA)pShape).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 pBody, CollisionFlags collisionFlags)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags);
return (CollisionFlags)body.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 pBody) { /* TODO */ return false; }
public override bool IsKinematicObject(BulletBody pBody) { /* TODO */ return false; }
public override bool IsStaticOrKinematicObject(BulletBody pBody) { /* TODO */ return false; }
public override bool HasContactResponse(BulletBody pBody) { /* TODO */ return false; }
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 pBody, float pHitFraction)
{
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
body.SetHitFraction(pHitFraction);
}
//BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale);
public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).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
)
{
/* TODO */
return new BulletWorldXNA(1, null, null);
}
private static object Initialize2(Vector3 worldExtent,
ConfigurationParameters[] o,
int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray,
int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray,
object mDebugLogCallbackHandle)
{
CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
p.angularDamping = o[0].XangularDamping;
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 = o[0].XlinearDamping;
p.angularDamping = o[0].XangularDamping;
p.deactivationTime = o[0].XdeactivationTime;
p.linearSleepingThreshold = o[0].XlinearSleepingThreshold;
p.angularSleepingThreshold = o[0].XangularSleepingThreshold;
p.ccdMotionThreshold = o[0].XccdMotionThreshold;
p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius;
p.contactProcessingThreshold = o[0].XcontactProcessingThreshold;
p.terrainImplementation = o[0].XterrainImplementation;
p.terrainFriction = o[0].XterrainFriction;
p.terrainHitFraction = o[0].XterrainHitFraction;
p.terrainRestitution = o[0].XterrainRestitution;
p.terrainCollisionMargin = o[0].XterrainCollisionMargin;
p.avatarFriction = o[0].XavatarFriction;
p.avatarStandingFriction = o[0].XavatarStandingFriction;
p.avatarDensity = o[0].XavatarDensity;
p.avatarRestitution = o[0].XavatarRestitution;
p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth;
p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth;
p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight;
p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold;
p.vehicleAngularDamping = o[0].XvehicleAngularDamping;
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 = o[0].XlinksetImplementation;
p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset;
p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor;
p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel;
p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce;
p.linkConstraintERP = o[0].XlinkConstraintERP;
p.linkConstraintCFM = o[0].XlinkConstraintCFM;
p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations;
p.physicsLoggingFrames = o[0].XphysicsLoggingFrames;
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.UpdatedObjects = updateArray;
world.UpdatedCollisions = collisionArray;
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);
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 = ((BulletConstraintXNA)pConstraint).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;
RigidBody rb = ((BulletBodyXNA)pCollisionObject).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 = ((BulletShapeXNA)pShape).shape;
return shape.GetAngularMotionDisc();
}
public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.GetContactBreakingThreshold(defaultFactor);
}
public override bool IsCompound(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.IsCompound();
}
public override bool IsSoftBody(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.IsSoftBody();
}
public override bool IsPolyhedral(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.IsPolyhedral();
}
public override bool IsConvex2d(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.IsConvex2d();
}
public override bool IsConvex(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.IsConvex();
}
public override bool IsNonMoving(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.IsNonMoving();
}
public override bool IsConcave(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.IsConcave();
}
public override bool IsInfinite(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
return shape.IsInfinite();
}
public override bool IsNativeShape(BulletShape pShape)
{
CollisionShape shape = ((BulletShapeXNA)pShape).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 shape, float margin) { /* TODO */ }
//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 = ((BulletWorldXNA)pWorld).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 = ((BulletShapeXNA)pShape).shape;
gObj.SetCollisionShape(shape);
gObj.SetUserPointer(pLocalID);
// TODO: Add to Special CollisionObjects!
return new BulletBodyXNA(pLocalID, gObj);
}
public override void SetCollisionShape(BulletWorld pWorld, BulletBody pObj, BulletShape pShape)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
CollisionObject obj = ((BulletBodyXNA)pObj).body;
CollisionShape shape = ((BulletShapeXNA)pShape).shape;
obj.SetCollisionShape(shape);
}
public override BulletShape GetCollisionShape(BulletBody obj) { /* TODO */ return null; }
//(PhysicsScene.World.ptr, nativeShapeData)
public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).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 = ((BulletShapeXNA)pCompoundShape).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 = ((BulletShapeXNA)pCShape).shape as CompoundShape;
CollisionShape addshape = ((BulletShapeXNA)paddShape).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 = ((BulletShapeXNA)pCShape).shape as CompoundShape;
CollisionShape ret = null;
ret = compoundshape.GetChildShape(pii);
compoundshape.RemoveChildShapeByIndex(pii);
return new BulletShapeXNA(ret, BSPhysicsShapeType.SHAPE_UNKNOWN);
}
public override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx) { /* TODO */ return null; }
public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* 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 CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody ppBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
{
HingeConstraint constrain = null;
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
RigidBody rb1 = ((BulletBodyXNA)pBody1).rigidBody;
RigidBody rb2 = ((BulletBodyXNA)ppBody2).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);
world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
}
return new BulletConstraintXNA(constrain);
}
public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).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) { /* 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 = ((BulletWorldXNA)pWorld).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 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 = ((BulletConstraintXNA)pConstraint).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;
return 1;
}
private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep,
out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities,
out int collidersCount, out List<BulletXNA.CollisionDesc>colliders)
{
int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities,
out collidersCount, out colliders);
return epic;
}
private static int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc> colliders)
{
int numSimSteps = 0;
//if (updatedEntities is null)
// updatedEntities = new List<BulletXNA.EntityProperties>();
//if (colliders is null)
// colliders = new List<BulletXNA.CollisionDesc>();
if (pWorld is BulletWorldXNA)
{
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep);
int updates = 0;
updatedEntityCount = world.UpdatedObjects.Count;
updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects);
updatedEntityCount = updatedEntities.Count;
world.UpdatedObjects.Clear();
collidersCount = world.UpdatedCollisions.Count;
colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions);
world.UpdatedCollisions.Clear();
m_collisionsThisFrame = 0;
int numManifolds = world.GetDispatcher().GetNumManifolds();
for (int j = 0; j < numManifolds; j++)
{
PersistentManifold contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j);
int numContacts = contactManifold.GetNumContacts();
if (numContacts == 0)
continue;
CollisionObject objA = contactManifold.GetBody0() as CollisionObject;
CollisionObject objB = contactManifold.GetBody1() as CollisionObject;
ManifoldPoint manifoldPoint = contactManifold.GetContactPoint(0);
IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB();
IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A
RecordCollision(world, objA, objB, contactPoint, contactNormal);
m_collisionsThisFrame ++;
if (m_collisionsThisFrame >= 9999999)
break;
}
}
else
{
//if (updatedEntities is null)
updatedEntities = new List<BulletXNA.EntityProperties>();
updatedEntityCount = 0;
//if (colliders is null)
colliders = new List<BulletXNA.CollisionDesc>();
collidersCount = 0;
}
return numSimSteps;
}
private static void RecordCollision(CollisionWorld world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm)
{
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;
BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc()
{
aID = idA,
bID = idB,
point = contact,
normal = contactNormal
};
world.UpdatedCollisions.Add(cDesc);
m_collisionsThisFrame++;
}
private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pBody)
{
EntityProperties ent = new EntityProperties();
DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
IndexedMatrix transform = body.GetWorldTransform();
IndexedVector3 LinearVelocity = body.GetInterpolationLinearVelocity();
IndexedVector3 AngularVelocity = body.GetInterpolationAngularVelocity();
IndexedQuaternion rotation = transform.GetRotation();
ent.Acceleration = Vector3.Zero;
ent.ID = (uint)body.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 = ((BulletShapeXNA)pShape).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 = ((BulletWorldXNA)pWorld).world;
if (world != null)
{
if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody)
{
CollisionObject AvoidBody = ((BulletBodyXNA)NotMe).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;
}
}
}