BulletSim: fix line endings.
parent
04132d3af4
commit
0662d109c2
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@ -55,10 +55,10 @@ private sealed class BulletBodyUnman : BulletBody
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: base(id)
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{
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ptr = xx;
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}
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public override bool HasPhysicalBody
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{
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get { return ptr != IntPtr.Zero; }
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}
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public override bool HasPhysicalBody
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{
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get { return ptr != IntPtr.Zero; }
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}
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public override void Clear()
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{
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@ -79,10 +79,10 @@ private sealed class BulletShapeUnman : BulletShape
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ptr = xx;
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type = typ;
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}
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public override bool HasPhysicalShape
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{
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get { return ptr != IntPtr.Zero; }
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}
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public override bool HasPhysicalShape
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{
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get { return ptr != IntPtr.Zero; }
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}
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public override void Clear()
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{
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ptr = IntPtr.Zero;
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@ -202,7 +202,7 @@ public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSte
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public override void Shutdown(BulletWorld world)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BSAPICPP.Shutdown2(worldu.ptr);
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}
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@ -249,7 +249,7 @@ public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShap
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public override BulletShape BuildNativeShape(BulletWorld world, ShapeData shapeData)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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return new BulletShapeUnman(BSAPICPP.BuildNativeShape2(worldu.ptr, shapeData), shapeData.Type);
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}
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@ -334,7 +334,7 @@ public override BulletShape DuplicateCollisionShape(BulletWorld world, BulletSha
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public override bool DeleteCollisionShape(BulletWorld world, BulletShape shape)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletShapeUnman shapeu = shape as BulletShapeUnman;
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return BSAPICPP.DeleteCollisionShape2(worldu.ptr, shapeu.ptr);
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}
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@ -360,7 +360,7 @@ public override BulletBody CreateBodyWithDefaultMotionState(BulletShape shape, u
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public override BulletBody CreateGhostFromShape(BulletWorld world, BulletShape shape, uint id, Vector3 pos, Quaternion rot)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletShapeUnman shapeu = shape as BulletShapeUnman;
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return new BulletBodyUnman(id, BSAPICPP.CreateGhostFromShape2(worldu.ptr, shapeu.ptr, id, pos, rot));
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}
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@ -393,7 +393,7 @@ public override BulletConstraint Create6DofConstraint(BulletWorld world, BulletB
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Vector3 frame2loc, Quaternion frame2rot,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
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BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
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return new BulletConstraintUnman(BSAPICPP.Create6DofConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr, frame1loc, frame1rot,
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@ -404,7 +404,7 @@ public override BulletConstraint Create6DofConstraintToPoint(BulletWorld world,
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Vector3 joinPoint,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
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BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
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return new BulletConstraintUnman(BSAPICPP.Create6DofConstraintToPoint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr,
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@ -416,7 +416,7 @@ public override BulletConstraint CreateHingeConstraint(BulletWorld world, Bullet
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Vector3 axisInA, Vector3 axisInB,
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bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletBodyUnman bodyu1 = obj1 as BulletBodyUnman;
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BulletBodyUnman bodyu2 = obj2 as BulletBodyUnman;
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return new BulletConstraintUnman(BSAPICPP.CreateHingeConstraint2(worldu.ptr, bodyu1.ptr, bodyu2.ptr,
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@ -494,7 +494,7 @@ public override bool DestroyConstraint(BulletWorld world, BulletConstraint const
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// =====================================================================================
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// btCollisionWorld entries
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public override void UpdateSingleAabb(BulletWorld world, BulletBody obj)
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{
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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BSAPICPP.UpdateSingleAabb2(worldu.ptr, bodyu.ptr);
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@ -502,19 +502,19 @@ public override void UpdateSingleAabb(BulletWorld world, BulletBody obj)
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public override void UpdateAabbs(BulletWorld world)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BSAPICPP.UpdateAabbs2(worldu.ptr);
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}
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public override bool GetForceUpdateAllAabbs(BulletWorld world)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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return BSAPICPP.GetForceUpdateAllAabbs2(worldu.ptr);
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}
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public override void SetForceUpdateAllAabbs(BulletWorld world, bool force)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BSAPICPP.SetForceUpdateAllAabbs2(worldu.ptr, force);
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}
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@ -522,28 +522,28 @@ public override void SetForceUpdateAllAabbs(BulletWorld world, bool force)
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// btDynamicsWorld entries
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public override bool AddObjectToWorld(BulletWorld world, BulletBody obj)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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return BSAPICPP.AddObjectToWorld2(worldu.ptr, bodyu.ptr);
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}
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public override bool RemoveObjectFromWorld(BulletWorld world, BulletBody obj)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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return BSAPICPP.RemoveObjectFromWorld2(worldu.ptr, bodyu.ptr);
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}
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public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
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return BSAPICPP.AddConstraintToWorld2(worldu.ptr, constrainu.ptr, disableCollisionsBetweenLinkedObjects);
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}
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public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletConstraintUnman constrainu = constrain as BulletConstraintUnman;
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return BSAPICPP.RemoveConstraintFromWorld2(worldu.ptr, constrainu.ptr);
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}
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@ -605,16 +605,16 @@ public override bool HasContactResponse(BulletBody obj)
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public override void SetCollisionShape(BulletWorld world, BulletBody obj, BulletShape shape)
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{
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletWorldUnman worldu = world as BulletWorldUnman;
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BulletBodyUnman bodyu = obj as BulletBodyUnman;
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BulletShapeUnman shapeu = shape as BulletShapeUnman;
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if (worldu != null && bodyu != null)
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{
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// Special case to allow the caller to zero out the reference to any physical shape
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if (shapeu != null)
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BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, shapeu.ptr);
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else
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BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, IntPtr.Zero);
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BulletShapeUnman shapeu = shape as BulletShapeUnman;
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if (worldu != null && bodyu != null)
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{
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// Special case to allow the caller to zero out the reference to any physical shape
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if (shapeu != null)
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BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, shapeu.ptr);
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else
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BSAPICPP.SetCollisionShape2(worldu.ptr, bodyu.ptr, IntPtr.Zero);
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}
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}
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@ -894,26 +894,26 @@ public sealed class BSPrim : BSPhysObject
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// Object MUST NOT already be in the world.
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// This routine exists because some assorted properties get mangled by adding to the world.
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internal void AddObjectToPhysicalWorld()
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{
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if (PhysBody.HasPhysicalBody)
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{
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PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
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// TODO: Fix this. Total kludge because adding object to world resets its gravity to default.
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// Replace this when the new AddObjectToWorld function is complete.
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PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity());
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// Collision filter can be set only when the object is in the world
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if (!PhysBody.ApplyCollisionMask(PhysicsScene))
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{
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m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID);
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DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType);
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}
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}
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else
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{
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m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID);
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DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
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{
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if (PhysBody.HasPhysicalBody)
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{
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PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, PhysBody);
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// TODO: Fix this. Total kludge because adding object to world resets its gravity to default.
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// Replace this when the new AddObjectToWorld function is complete.
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PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity());
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// Collision filter can be set only when the object is in the world
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if (!PhysBody.ApplyCollisionMask(PhysicsScene))
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{
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m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID);
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DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType);
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}
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}
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else
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{
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m_log.ErrorFormat("{0} Attempt to add physical object without body. id={1}", LogHeader, LocalID);
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DetailLog("{0},BSPrim.UpdatePhysicalParameters,addObjectWithoutBody,cType={1}", LocalID, PhysBody.collisionType);
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}
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}
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