diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
index b6ff52bf5b..49b17305df 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSAPIXNA.cs
@@ -129,7 +129,12 @@ private sealed class BulletConstraintXNA : BulletConstraint
get { return "XNAConstraint"; }
}
}
+ internal int m_maxCollisions;
+ internal CollisionDesc[] m_collisionArray;
+ internal int m_maxUpdatesPerFrame;
+ internal EntityProperties[] m_updateArray;
+
private static int m_collisionsThisFrame;
private BSScene PhysicsScene { get; set; }
@@ -148,92 +153,98 @@ private sealed class BulletConstraintXNA : BulletConstraint
///
public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody)
{
- DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
world.RemoveRigidBody(body);
return true;
}
- public override bool AddConstraintToWorld(BulletWorld world, BulletConstraint constrain, bool disableCollisionsBetweenLinkedObjects)
+ public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)
{
- /* TODO */
- return false;
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
+ TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
+ world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects);
+
+ return true;
+
}
- public override bool RemoveConstraintFromWorld(BulletWorld world, BulletConstraint constrain)
+ public override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint)
{
- /* TODO */
- return false;
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
+ TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
+ world.RemoveConstraint(constraint);
+ return true;
}
- public override void SetRestitution(BulletBody pBody, float pRestitution)
+ public override void SetRestitution(BulletBody pCollisionObject, float pRestitution)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- body.SetRestitution(pRestitution);
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ collisionObject.SetRestitution(pRestitution);
}
public override int GetShapeType(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return (int)shape.GetShapeType();
}
public override void SetMargin(BulletShape pShape, float pMargin)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
shape.SetMargin(pMargin);
}
public override float GetMargin(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.GetMargin();
}
public override void SetLocalScaling(BulletShape pShape, Vector3 pScale)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ 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 pBody, float contactprocessingthreshold)
+ public override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- body.SetContactProcessingThreshold(contactprocessingthreshold);
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ collisionObject.SetContactProcessingThreshold(contactprocessingthreshold);
}
- public override void SetCcdMotionThreshold(BulletBody pBody, float pccdMotionThreashold)
+ public override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- body.SetCcdMotionThreshold(pccdMotionThreashold);
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ collisionObject.SetCcdMotionThreshold(pccdMotionThreashold);
}
- public override void SetCcdSweptSphereRadius(BulletBody pBody, float pCcdSweptSphereRadius)
+ public override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius);
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ collisionObject.SetCcdSweptSphereRadius(pCcdSweptSphereRadius);
}
public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z));
}
- public override CollisionFlags AddToCollisionFlags(BulletBody pBody, CollisionFlags pcollisionFlags)
+ public override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
{
- CollisionObject body = ((BulletBodyXNA)pBody).body;
- CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags();
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
+ CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags();
existingcollisionFlags |= pcollisionFlags;
- body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
+ collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
return (CollisionFlags) (uint) existingcollisionFlags;
}
public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)
{
- DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
- CollisionObject cbody = ((BulletBodyXNA)pBody).body;
+ 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,
@@ -259,99 +270,110 @@ private sealed class BulletConstraintXNA : BulletConstraint
return true;
}
- public override void ForceActivationState(BulletBody pBody, ActivationState pActivationState)
+ public override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState)
{
- CollisionObject body = ((BulletBodyXNA)pBody).body;
- body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState);
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
+ collisionObject.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState);
}
- public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pBody)
+ public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject)
{
- DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
- CollisionObject body = ((BulletBodyXNA)pBody).body;
- world.UpdateSingleAabb(body);
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
+ world.UpdateSingleAabb(collisionObject);
}
- 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)
+ 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)
{
- 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)
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
+ world.SetForceUpdateAllAabbs(pForce);
+ }
+
+ public override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask)
+ {
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ 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 pBody)
+ public override void ClearAllForces(BulletBody pCollisionObject)
{
- CollisionObject body = ((BulletBodyXNA)pBody).body;
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0);
- body.SetInterpolationLinearVelocity(ref zeroVector);
- body.SetInterpolationAngularVelocity(ref zeroVector);
- IndexedMatrix bodytransform = body.GetWorldTransform();
+ collisionObject.SetInterpolationLinearVelocity(ref zeroVector);
+ collisionObject.SetInterpolationAngularVelocity(ref zeroVector);
+ IndexedMatrix bodytransform = collisionObject.GetWorldTransform();
- body.SetInterpolationWorldTransform(ref bodytransform);
+ collisionObject.SetInterpolationWorldTransform(ref bodytransform);
- if (body is RigidBody)
+ if (collisionObject is RigidBody)
{
- RigidBody rigidbody = body as RigidBody;
+ RigidBody rigidbody = collisionObject as RigidBody;
rigidbody.SetLinearVelocity(zeroVector);
rigidbody.SetAngularVelocity(zeroVector);
rigidbody.ClearForces();
}
}
- public override void SetInterpolationAngularVelocity(BulletBody pBody, Vector3 pVector3)
+ public override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
- body.SetInterpolationAngularVelocity(ref vec);
+ collisionObject.SetInterpolationAngularVelocity(ref vec);
}
public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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);
@@ -359,32 +381,32 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override void ClearForces(BulletBody pBody)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
body.ClearForces();
}
- public override void SetTranslation(BulletBody pBody, Vector3 _position, Quaternion _orientation)
+ public override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).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);
+ collisionObject.SetWorldTransform(mat);
}
- public override Vector3 GetPosition(BulletBody pBody)
+ public override Vector3 GetPosition(BulletBody pCollisionObject)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin;
+ 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 = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
IndexedVector3 inertia = IndexedVector3.Zero;
shape.CalculateLocalInertia(pphysMass, out inertia);
return new Vector3(inertia.X, inertia.Y, inertia.Z);
@@ -392,7 +414,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z);
body.SetMassProps(pphysMass, inertia);
}
@@ -400,73 +422,90 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override void SetObjectForce(BulletBody pBody, Vector3 _force)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ 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 pBody, float _currentFriction)
+ public override void SetFriction(BulletBody pCollisionObject, float _currentFriction)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- body.SetFriction(_currentFriction);
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ collisionObject.SetFriction(_currentFriction);
}
public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z);
body.SetLinearVelocity(velocity);
}
- public override void Activate(BulletBody pBody, bool pforceactivation)
+ public override void Activate(BulletBody pCollisionObject, bool pforceactivation)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- body.Activate(pforceactivation);
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ collisionObject.Activate(pforceactivation);
}
- public override Quaternion GetOrientation(BulletBody pBody)
+ public override Quaternion GetOrientation(BulletBody pCollisionObject)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation();
+ 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 pBody, CollisionFlags pcollisionFlags)
+ public override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags();
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags();
existingcollisionFlags &= ~pcollisionFlags;
- body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
+ collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
return (CollisionFlags)(uint)existingcollisionFlags;
}
- public override float GetCcdMotionThreshold(BulletBody obj) { /* TODO */ return 0f; }
+ public override float GetCcdMotionThreshold(BulletBody pCollisionObject)
+ {
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ return collisionObject.GetCcdSquareMotionThreshold();
+ }
- public override float GetCcdSweptSphereRadius(BulletBody obj) { /* TODO */ return 0f; }
+ public override float GetCcdSweptSphereRadius(BulletBody pCollisionObject)
+ {
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ return collisionObject.GetCcdSweptSphereRadius();
+
+ }
- public override IntPtr GetUserPointer(BulletBody obj) { /* TODO */ return IntPtr.Zero; }
+ public override IntPtr GetUserPointer(BulletBody pCollisionObject)
+ {
+ CollisionObject shape = (pCollisionObject as BulletBodyXNA).body;
+ return (IntPtr)shape.GetUserPointer();
+ }
- public override void SetUserPointer(BulletBody obj, IntPtr val) { /* TODO */ }
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).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;
+ 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 = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
+ 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);
@@ -476,7 +515,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
{
- Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
+ 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);
@@ -486,20 +525,20 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt)
{
- Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
+ Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
constraint.SetOverrideNumSolverIterations((int)cnt);
}
public override bool CalculateTransforms(BulletConstraint pConstraint)
{
- Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
+ Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
constraint.CalculateTransforms();
return true;
}
public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2)
{
- Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
+ Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
constraint.SetEnabled((p_2 == 0) ? false : true);
}
@@ -508,9 +547,9 @@ private sealed class BulletConstraintXNA : BulletConstraint
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;
+ 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);
@@ -542,9 +581,9 @@ private sealed class BulletConstraintXNA : BulletConstraint
///
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;
+ 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));
@@ -563,7 +602,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
//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;
+ 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);
@@ -579,109 +618,110 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override Vector3 GetLinearVelocity(BulletBody pBody)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 pBody, Vector3 trans)
+ public override void Translate(BulletBody pCollisionObject, Vector3 trans)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
body.UpdateDeactivation(timeStep);
}
public override bool WantsSleeping(BulletBody pBody)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
return body.WantsSleeping();
}
public override void SetAngularFactor(BulletBody pBody, float factor)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
body.SetAngularFactor(factor);
}
public override Vector3 GetAngularFactor(BulletBody pBody)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ 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 pBody)
+ public override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject)
{
- DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
- CollisionObject body = ((BulletBodyXNA)pBody).body;
- return world.IsInWorld(body);
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
+ return world.IsInWorld(collisionObject);
}
- public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstrain)
+ public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
+ TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain;
body.AddConstraintRef(constrain);
}
- public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstrain)
+ public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- TypedConstraint constrain = ((BulletConstraintXNA)pConstrain).constrain;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
return new BulletConstraintXNA(body.GetConstraintRef(index));
}
public override int GetNumConstraintRefs(BulletBody pBody)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
return body.GetNumConstraintRefs();
}
- public override void SetInterpolationLinearVelocity(BulletBody pBody, Vector3 VehicleVelocity)
+ public override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z);
- body.SetInterpolationLinearVelocity(ref velocity);
+ collisionObject.SetInterpolationLinearVelocity(ref velocity);
}
public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff)
{
- Generic6DofConstraint constraint = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
+ 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 = ((BulletConstraintXNA)pConstraint).constrain as Generic6DofConstraint;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
float lineardamping = body.GetLinearDamping();
body.SetDamping(lineardamping, angularDamping);
@@ -689,111 +729,183 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override void UpdateInertiaTensor(BulletBody pBody)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
body.UpdateInertiaTensor();
}
public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape)
{
- CompoundShape shape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape;
+ CompoundShape shape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape;
shape.RecalculateLocalAabb();
}
//BulletSimAPI.GetCollisionFlags(PhysBody.ptr)
- public override CollisionFlags GetCollisionFlags(BulletBody pBody)
+ public override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- uint flags = (uint)body.GetCollisionFlags();
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
body.SetDamping(pLinear, pAngular);
}
//PhysBody.ptr, PhysicsScene.Params.deactivationTime);
- public override void SetDeactivationTime(BulletBody pBody, float pDeactivationTime)
+ public override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- body.SetDeactivationTime(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 = ((BulletBodyXNA)pBody).rigidBody;
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold);
}
- public override CollisionObjectTypes GetBodyType(BulletBody pBody)
+ public override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- return (CollisionObjectTypes)(int) body.GetInternalType();
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ return (CollisionObjectTypes)(int) collisionObject.GetInternalType();
}
- public override void ApplyGravity(BulletBody obj) { /* TODO */ }
+ public override void ApplyGravity(BulletBody pBody)
+ {
- public override Vector3 GetGravity(BulletBody obj) { /* TODO */ return Vector3.Zero; }
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
+ body.ApplyGravity();
+ }
- public override void SetLinearDamping(BulletBody obj, float lin_damping) { /* TODO */ }
+ 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 float GetLinearDamping(BulletBody obj) { /* TODO */ return 0f; }
+ 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 GetAngularDamping(BulletBody obj) { /* TODO */ return 0f; }
+ public override float GetLinearDamping(BulletBody pBody)
+ {
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
+ return body.GetLinearDamping();
+ }
- public override float GetLinearSleepingThreshold(BulletBody obj) { /* TODO */ return 0f; }
+ public override float GetAngularDamping(BulletBody pBody)
+ {
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
+ return body.GetAngularDamping();
+ }
- public override void ApplyDamping(BulletBody obj, float timeStep) { /* TODO */ }
+ public override float GetLinearSleepingThreshold(BulletBody pBody)
+ {
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
+ return body.GetLinearSleepingThreshold();
+ }
- public override Vector3 GetLinearFactor(BulletBody obj) { /* TODO */ return Vector3.Zero; }
+ public override void ApplyDamping(BulletBody pBody, float timeStep)
+ {
+ RigidBody body = (pBody as BulletBodyXNA).rigidBody;
+ body.ApplyDamping(timeStep);
+ }
- public override void SetLinearFactor(BulletBody obj, Vector3 factor) { /* TODO */ }
+ 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 SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot) { /* TODO */ }
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 = ((BulletBodyXNA)pBody).rigidBody;
+ 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 p, BulletBody p_2)
+ public override void DestroyObject(BulletWorld pWorld, BulletBody pBody)
{
- //TODO:
+ 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);
+ }
+ }
+
}
public override void Shutdown(BulletWorld pWorld)
{
- DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
world.Cleanup();
}
- public override BulletShape DuplicateCollisionShape(BulletWorld sim, BulletShape srcShape, uint id)
+ public override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id)
{
- return null;
+ CollisionShape shape1 = (pShape as BulletShapeXNA).shape;
+
+ // TODO: Turn this from a reference copy to a Value Copy.
+ BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSPhysicsShapeType.SHAPE_UNKNOWN);
+
+ return shape2;
}
- public override bool DeleteCollisionShape(BulletWorld p, BulletShape p_2)
+ public override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape)
{
//TODO:
return false;
@@ -802,17 +914,40 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
{
- CollisionWorld world = ((BulletWorldXNA)pWorld).world;
+ 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 = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
//UpdateSingleAabb(world, shape);
// TODO: Feed Update array into null
- RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero);
-
+ SimMotionState motionState = new SimMotionState(world, pLocalID, mat, null);
+ RigidBody body = new RigidBody(0,motionState,shape,IndexedVector3.Zero);
+ RigidBodyConstructionInfo constructionInfo = new RigidBodyConstructionInfo(0, new SimMotionState(world, pLocalID, mat, null),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);
}
@@ -825,7 +960,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
pRawOrientation.Z, pRawOrientation.W));
mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ 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);
@@ -834,21 +969,43 @@ private sealed class BulletConstraintXNA : BulletConstraint
return new BulletBodyXNA(pLocalID, body);
}
//(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
- public override CollisionFlags SetCollisionFlags(BulletBody pBody, CollisionFlags collisionFlags)
+ public override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags);
- return (CollisionFlags)body.GetCollisionFlags();
+ 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 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 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; }
@@ -859,15 +1016,15 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; }
//(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
- public override void SetHitFraction(BulletBody pBody, float pHitFraction)
+ public override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction)
{
- RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
- body.SetHitFraction(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 = ((BulletWorldXNA)pWorld).world;
+ 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);
@@ -881,14 +1038,24 @@ private sealed class BulletConstraintXNA : BulletConstraint
int maxUpdates, ref EntityProperties[] updateArray
)
{
+
+ m_updateArray = updateArray;
+ m_collisionArray = collisionArray;
/* TODO */
- return new BulletWorldXNA(1, null, null);
+ ConfigurationParameters[] configparms = new ConfigurationParameters[1];
+ configparms[0] = parms;
+ Vector3 worldExtent = new Vector3(Constants.RegionSize, Constants.RegionSize, Constants.RegionHeight);
+ m_maxCollisions = maxCollisions;
+ m_maxUpdatesPerFrame = maxUpdates;
+
+
+ return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null));
}
- private static object Initialize2(Vector3 worldExtent,
+ private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent,
ConfigurationParameters[] o,
- int mMaxCollisionsPerFrame, ref List collisionArray,
- int mMaxUpdatesPerFrame, ref List updateArray,
+ int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray,
+ int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray,
object mDebugLogCallbackHandle)
{
CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
@@ -968,8 +1135,13 @@ private sealed class BulletConstraintXNA : BulletConstraint
SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver();
DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci);
- world.UpdatedObjects = updateArray;
- world.UpdatedCollisions = collisionArray;
+
+
+ world.UpdatedObjects = BSAPIXNA.GetBulletXNAEntityStruct(BSAPIXNA.BulletSimEntityStructToByteArray(updateArray, updateArray.Length));
+ world.UpdatedCollisions = BSAPIXNA.GetBulletXNACollisionStruct(BSAPIXNA.BulletSimCollisionStructToByteArray(collisionArray, collisionArray.Length));
+ 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;
@@ -1003,7 +1175,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
world.GetSolverInfo().m_restingContactRestitutionThreshold = 2;
world.SetForceUpdateAllAabbs(true);
-
+ //BSParam.TerrainImplementation = 0;
world.SetGravity(new IndexedVector3(0,0,p.gravity));
return world;
@@ -1011,7 +1183,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
//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;
+ 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);
@@ -1034,7 +1206,8 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override bool PushUpdate(BulletBody pCollisionObject)
{
bool ret = false;
- RigidBody rb = ((BulletBodyXNA)pCollisionObject).rigidBody;
+ CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
+ RigidBody rb = collisionObject as RigidBody;
if (rb != null)
{
SimMotionState sms = rb.GetMotionState() as SimMotionState;
@@ -1052,57 +1225,57 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override float GetAngularMotionDisc(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.GetAngularMotionDisc();
}
public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.GetContactBreakingThreshold(defaultFactor);
}
public override bool IsCompound(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.IsCompound();
}
public override bool IsSoftBody(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.IsSoftBody();
}
public override bool IsPolyhedral(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.IsPolyhedral();
}
public override bool IsConvex2d(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.IsConvex2d();
}
public override bool IsConvex(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.IsConvex();
}
public override bool IsNonMoving(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.IsNonMoving();
}
public override bool IsConcave(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.IsConcave();
}
public override bool IsInfinite(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
return shape.IsInfinite();
}
public override bool IsNativeShape(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).shape;
bool ret;
switch (shape.GetShapeType())
{
@@ -1119,38 +1292,53 @@ private sealed class BulletConstraintXNA : BulletConstraint
return ret;
}
- public override void SetShapeCollisionMargin(BulletShape shape, float margin) { /* TODO */ }
+ 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 = ((BulletWorldXNA)pWorld).world;
+ 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 = ((BulletShapeXNA)pShape).shape;
+ CollisionShape shape = (pShape as BulletShapeXNA).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)
+ public override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape)
{
- DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
- CollisionObject obj = ((BulletBodyXNA)pObj).body;
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
- obj.SetCollisionShape(shape);
-
+ 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,BSPhysicsShapeType.SHAPE_UNKNOWN);
}
- 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;
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
CollisionShape shape = null;
switch (pShapeData.Type)
{
@@ -1185,15 +1373,15 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape)
{
- CompoundShape compoundshape = ((BulletShapeXNA)pCompoundShape).shape as CompoundShape;
+ 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 = ((BulletShapeXNA)pCShape).shape as CompoundShape;
- CollisionShape addshape = ((BulletShapeXNA)paddShape).shape;
+ 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));
@@ -1203,7 +1391,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii)
{
- CompoundShape compoundshape = ((BulletShapeXNA)pCShape).shape as CompoundShape;
+ CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape;
CollisionShape ret = null;
ret = compoundshape.GetChildShape(pii);
compoundshape.RemoveChildShapeByIndex(pii);
@@ -1222,12 +1410,12 @@ private sealed class BulletConstraintXNA : BulletConstraint
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)
+ 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 = ((BulletWorldXNA)pWorld).world;
- RigidBody rb1 = ((BulletBodyXNA)pBody1).rigidBody;
- RigidBody rb2 = ((BulletBodyXNA)ppBody2).rigidBody;
+ 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);
@@ -1241,7 +1429,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls)
{
- DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
CompoundShape compoundshape = new CompoundShape(false);
compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin);
@@ -1271,7 +1459,11 @@ private sealed class BulletConstraintXNA : BulletConstraint
return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL);
}
- public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape) { /* TODO */ return null; }
+ 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)
{
@@ -1286,7 +1478,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
ObjectArray indicesarr = new ObjectArray(indices);
ObjectArray vertices = new ObjectArray(verticesAsFloats);
DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount);
- DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
IndexedMesh mesh = new IndexedMesh();
mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
mesh.m_numTriangles = pIndicesCount/3;
@@ -1402,7 +1594,7 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce)
{
- TypedConstraint tconstrain = ((BulletConstraintXNA)pConstraint).constrain;
+ TypedConstraint tconstrain = (pConstraint as BulletConstraintXNA).constrain;
bool onOff = ponOff != 0;
bool ret = false;
@@ -1428,47 +1620,45 @@ private sealed class BulletConstraintXNA : BulletConstraint
/* TODO */
updatedEntityCount = 0;
collidersCount = 0;
- return 1;
+
+
+ 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 List updatedEntities,
- out int collidersCount, out Listcolliders)
+ 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);
+ out collidersCount, out colliders, m_maxCollisions, m_maxUpdatesPerFrame);
return epic;
}
- private static int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List updatedEntities, out int collidersCount, out List colliders)
+ private static 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;
-
- //if (updatedEntities is null)
- // updatedEntities = new List();
-
- //if (colliders is null)
- // colliders = new List();
+ updatedEntityCount = 0;
+ collidersCount = 0;
if (pWorld is BulletWorldXNA)
{
- DiscreteDynamicsWorld world = ((BulletWorldXNA)pWorld).world;
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
+ world.LastCollisionDesc = 0;
+ world.LastEntityProperty = 0;
+ world.UpdatedObjects = new BulletXNA.EntityProperties[maxUpdates];
+ world.UpdatedCollisions = new BulletXNA.CollisionDesc[maxCollisions];
numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep);
int updates = 0;
- updatedEntityCount = world.UpdatedObjects.Count;
- updatedEntities = new List(world.UpdatedObjects);
- updatedEntityCount = updatedEntities.Count;
- world.UpdatedObjects.Clear();
+
- collidersCount = world.UpdatedCollisions.Count;
- colliders = new List(world.UpdatedCollisions);
-
- world.UpdatedCollisions.Clear();
m_collisionsThisFrame = 0;
int numManifolds = world.GetDispatcher().GetNumManifolds();
for (int j = 0; j < numManifolds; j++)
@@ -1493,16 +1683,31 @@ private sealed class BulletConstraintXNA : BulletConstraint
}
+ updatedEntityCount = world.LastEntityProperty;
+ updatedEntities = GetBulletSimEntityStruct(BulletXNAEntityStructToByteArray(world.UpdatedObjects, world.LastEntityProperty));
+
+
+
+
+ collidersCount = world.LastCollisionDesc;
+ colliders =
+ GetBulletSimCollisionStruct(BulletXNACollisionStructToByteArray(world.UpdatedCollisions, world.LastCollisionDesc));//new List(world.UpdatedCollisions);
}
else
{
//if (updatedEntities is null)
- updatedEntities = new List();
- updatedEntityCount = 0;
+ //updatedEntities = new List();
+ //updatedEntityCount = 0;
//if (colliders is null)
- colliders = new List();
- collidersCount = 0;
+ //colliders = new List();
+ //collidersCount = 0;
+
+ updatedEntities = new EntityProperties[0];
+
+
+ colliders = new CollisionDesc[0];
+
}
return numSimSteps;
}
@@ -1535,22 +1740,23 @@ private sealed class BulletConstraintXNA : BulletConstraint
point = contact,
normal = contactNormal
};
- world.UpdatedCollisions.Add(cDesc);
+ if (world.LastCollisionDesc < world.UpdatedCollisions.Length)
+ world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc);
m_collisionsThisFrame++;
}
- private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pBody)
+ private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pCollisionObject)
{
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();
+ 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)body.GetUserPointer();
+ 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);
@@ -1562,19 +1768,19 @@ private sealed class BulletConstraintXNA : BulletConstraint
public override Vector3 GetLocalScaling(BulletShape pShape)
{
- CollisionShape shape = ((BulletShapeXNA)pShape).shape;
+ 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 = ((BulletWorldXNA)pWorld).world;
+ DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
if (world != null)
{
if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody)
{
- CollisionObject AvoidBody = ((BulletBodyXNA)NotMe).body;
+ 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);
@@ -1594,5 +1800,160 @@ private sealed class BulletConstraintXNA : BulletConstraint
}
return false;
}
+
+ public static unsafe BulletXNA.CollisionDesc[] GetBulletXNACollisionStruct(byte[] buffer)
+ {
+ int count = buffer.Length/sizeof (BulletXNA.CollisionDesc);
+ BulletXNA.CollisionDesc[] result = new BulletXNA.CollisionDesc[count];
+ BulletXNA.CollisionDesc* ptr;
+ fixed (byte* localBytes = new byte[buffer.Length])
+ {
+ for (int i = 0; i < buffer.Length; i++)
+ {
+ localBytes[i] = buffer[i];
+ }
+ for (int i=0;i count ? count : CollisionDescArray.Length;
+ byte[] byteArray = new byte[sizeof(CollisionDesc) * arrayLength];
+ fixed (CollisionDesc* floatPointer = CollisionDescArray)
+ {
+ fixed (byte* bytePointer = byteArray)
+ {
+ CollisionDesc* read = floatPointer;
+ CollisionDesc* write = (CollisionDesc*)bytePointer;
+ for (int i = 0; i < arrayLength; i++)
+ {
+ *write++ = *read++;
+ }
+ }
+ }
+ return byteArray;
+ }
+ public static unsafe byte[] BulletXNACollisionStructToByteArray(BulletXNA.CollisionDesc[] CollisionDescArray, int count)
+ {
+ int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length;
+ byte[] byteArray = new byte[sizeof(BulletXNA.CollisionDesc) * arrayLength];
+ fixed (BulletXNA.CollisionDesc* floatPointer = CollisionDescArray)
+ {
+ fixed (byte* bytePointer = byteArray)
+ {
+ BulletXNA.CollisionDesc* read = floatPointer;
+ BulletXNA.CollisionDesc* write = (BulletXNA.CollisionDesc*)bytePointer;
+ for (int i = 0; i < arrayLength; i++)
+ {
+ *write++ = *read++;
+ }
+ }
+ }
+ return byteArray;
+ }
+ public static unsafe BulletXNA.EntityProperties[] GetBulletXNAEntityStruct(byte[] buffer)
+ {
+ int count = buffer.Length / sizeof(BulletXNA.EntityProperties);
+ BulletXNA.EntityProperties[] result = new BulletXNA.EntityProperties[count];
+ BulletXNA.EntityProperties* ptr;
+ fixed (byte* localBytes = new byte[buffer.Length])
+ {
+ for (int i = 0; i < buffer.Length; i++)
+ {
+ localBytes[i] = buffer[i];
+ }
+ for (int i = 0; i < count; i++)
+ {
+ ptr = (BulletXNA.EntityProperties*)(localBytes + sizeof(BulletXNA.EntityProperties) * i);
+ result[i] = new BulletXNA.EntityProperties();
+ result[i] = *ptr;
+ }
+ }
+ return result;
+ }
+
+ public static unsafe EntityProperties[] GetBulletSimEntityStruct(byte[] buffer)
+ {
+ int count = buffer.Length / sizeof(EntityProperties);
+ EntityProperties[] result = new EntityProperties[count];
+ EntityProperties* ptr;
+ fixed (byte* localBytes = new byte[buffer.Length])
+ {
+ for (int i = 0; i < buffer.Length; i++)
+ {
+ localBytes[i] = buffer[i];
+ }
+ for (int i = 0; i < count; i++)
+ {
+ ptr = (EntityProperties*)(localBytes + sizeof(EntityProperties) * i);
+ result[i] = new EntityProperties();
+ result[i] = *ptr;
+ }
+ }
+ return result;
+ }
+ public static unsafe byte[] BulletSimEntityStructToByteArray(EntityProperties[] CollisionDescArray, int count)
+ {
+ int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length;
+ byte[] byteArray = new byte[sizeof(EntityProperties) * arrayLength];
+ fixed (EntityProperties* floatPointer = CollisionDescArray)
+ {
+ fixed (byte* bytePointer = byteArray)
+ {
+ EntityProperties* read = floatPointer;
+ EntityProperties* write = (EntityProperties*)bytePointer;
+ for (int i = 0; i < arrayLength; i++)
+ {
+ *write++ = *read++;
+ }
+ }
+ }
+ return byteArray;
+ }
+ public static unsafe byte[] BulletXNAEntityStructToByteArray(BulletXNA.EntityProperties[] CollisionDescArray, int count)
+ {
+ int arrayLength = CollisionDescArray.Length > count ? count : CollisionDescArray.Length;
+ byte[] byteArray = new byte[sizeof(BulletXNA.EntityProperties) * arrayLength];
+ fixed (BulletXNA.EntityProperties* floatPointer = CollisionDescArray)
+ {
+ fixed (byte* bytePointer = byteArray)
+ {
+ BulletXNA.EntityProperties* read = floatPointer;
+ BulletXNA.EntityProperties* write = (BulletXNA.EntityProperties*)bytePointer;
+ for (int i = 0; i < arrayLength; i++)
+ {
+ *write++ = *read++;
+ }
+ }
+ }
+ return byteArray;
+ }
}
}
diff --git a/bin/BulletXNA.dll b/bin/BulletXNA.dll
index 1e3f04253f..5e69b2e28b 100644
Binary files a/bin/BulletXNA.dll and b/bin/BulletXNA.dll differ
diff --git a/bin/BulletXNA.pdb b/bin/BulletXNA.pdb
index 4b83b83f28..3d4906f44d 100644
Binary files a/bin/BulletXNA.pdb and b/bin/BulletXNA.pdb differ
diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini
index 54b88b4875..889865b618 100644
--- a/bin/OpenSimDefaults.ini
+++ b/bin/OpenSimDefaults.ini
@@ -908,6 +908,19 @@
[BulletSim]
; World parameters
+
+ ; There are two bullet physics libraries, bulletunmanaged is the default and is a native c++ dll
+ ; bulletxna is a managed C# dll. They have comparible functionality.. the c++ is much faster.
+
+ BulletEngine = "bulletunmanaged"
+ ; BulletEngine = "bulletxna"
+
+ ; Terrain Implementation {1|0} 0 for HeightField, 1 for Mesh terrain. If you're using the bulletxna engine,
+ ; you will want to switch to the heightfield option
+
+ TerrainImplementation = 1
+ ; TerrainImplementation = 0
+
DefaultFriction = 0.20
DefaultDensity = 10.000006836
DefaultRestitution = 0.0
@@ -959,6 +972,7 @@
PhysicsLoggingEnabled = False
PhysicsLoggingDir = "."
VehicleLoggingEnabled = False
+
[RemoteAdmin]
enabled = false
diff --git a/prebuild.xml b/prebuild.xml
index bb9b7d6de4..37b406cda7 100644
--- a/prebuild.xml
+++ b/prebuild.xml
@@ -1759,40 +1759,6 @@
-
-
-
- ../../../../bin/Physics/
-
-
-
-
- ../../../../bin/Physics/
-
-
-
- ../../../../bin/
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-