Merge branch 'master' into careminster
commit
9f2d232c71
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@ -78,8 +78,8 @@ public sealed class BSCharacter : BSPhysObject
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private float _PIDHoverTao;
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private float _PIDHoverTao;
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||||||
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public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
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public BSCharacter(uint localID, String avName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size, bool isFlying)
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: base(parent_scene, localID, avName, "BSCharacter")
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{
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{
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base.BaseInitialize(parent_scene, localID, avName, "BSCharacter");
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_physicsActorType = (int)ActorTypes.Agent;
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_physicsActorType = (int)ActorTypes.Agent;
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_position = pos;
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_position = pos;
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_size = size;
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_size = size;
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@ -131,6 +131,10 @@ public sealed class BSCharacter : BSPhysObject
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// Set the velocity and compute the proper friction
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// Set the velocity and compute the proper friction
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ForceVelocity = _velocity;
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ForceVelocity = _velocity;
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// This will enable or disable the flying buoyancy of the avatar.
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// Needs to be reset especially when an avatar is recreated after crossing a region boundry.
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Flying = _flying;
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BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution);
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BulletSimAPI.SetRestitution2(PhysBody.ptr, PhysicsScene.Params.avatarRestitution);
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BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
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BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
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BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
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BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
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@ -615,7 +619,7 @@ public sealed class BSCharacter : BSPhysObject
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newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
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newScale.Y = PhysicsScene.Params.avatarCapsuleRadius;
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// From the total height, remove the capsule half spheres that are at each end
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// From the total height, remove the capsule half spheres that are at each end
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newScale.Z = size.Z- (newScale.X + newScale.Y);
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newScale.Z = size.Z - (newScale.X + newScale.Y);
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Scale = newScale;
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Scale = newScale;
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}
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}
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@ -47,7 +47,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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*/
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*/
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public abstract class BSPhysObject : PhysicsActor
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public abstract class BSPhysObject : PhysicsActor
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{
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{
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protected void BaseInitialize(BSScene parentScene, uint localID, string name, string typeName)
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protected BSPhysObject()
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{
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}
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protected BSPhysObject(BSScene parentScene, uint localID, string name, string typeName)
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{
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{
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PhysicsScene = parentScene;
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PhysicsScene = parentScene;
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LocalID = localID;
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LocalID = localID;
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@ -88,9 +88,9 @@ public sealed class BSPrim : BSPhysObject
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public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
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public BSPrim(uint localID, String primName, BSScene parent_scene, OMV.Vector3 pos, OMV.Vector3 size,
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OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
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OMV.Quaternion rotation, PrimitiveBaseShape pbs, bool pisPhysical)
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: base(parent_scene, localID, primName, "BSPrim")
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{
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{
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// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
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// m_log.DebugFormat("{0}: BSPrim creation of {1}, id={2}", LogHeader, primName, localID);
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base.BaseInitialize(parent_scene, localID, primName, "BSPrim");
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_physicsActorType = (int)ActorTypes.Prim;
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_physicsActorType = (int)ActorTypes.Prim;
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_position = pos;
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_position = pos;
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_size = size;
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_size = size;
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@ -683,7 +683,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
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#region Taints
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#region Taints
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// Calls to the PhysicsActors can't directly call into the physics engine
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// Calls to the PhysicsActors can't directly call into the physics engine
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// because it might be busy. We delay changes to a known time.
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// because it might be busy. We delay changes to a known time.
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// We rely on C#'s closure to save and restore the context for the delegate.
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// We rely on C#'s closure to save and restore the context for the delegate.
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public void TaintedObject(String ident, TaintCallback callback)
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public void TaintedObject(String ident, TaintCallback callback)
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{
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{
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|
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@ -1,213 +1,208 @@
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/*
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/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
|
*
|
||||||
* Redistribution and use in source and binary forms, with or without
|
* Redistribution and use in source and binary forms, with or without
|
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* modification, are permitted provided that the following conditions are met:
|
* modification, are permitted provided that the following conditions are met:
|
||||||
* * Redistributions of source code must retain the above copyright
|
* * Redistributions of source code must retain the above copyright
|
||||||
* notice, this list of conditions and the following disclaimer.
|
* notice, this list of conditions and the following disclaimer.
|
||||||
* * Redistributions in binary form must reproduce the above copyrightD
|
* * Redistributions in binary form must reproduce the above copyrightD
|
||||||
* notice, this list of conditions and the following disclaimer in the
|
* notice, this list of conditions and the following disclaimer in the
|
||||||
* documentation and/or other materials provided with the distribution.
|
* documentation and/or other materials provided with the distribution.
|
||||||
* * Neither the name of the OpenSimulator Project nor the
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* * Neither the name of the OpenSimulator Project nor the
|
||||||
* names of its contributors may be used to endorse or promote products
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* names of its contributors may be used to endorse or promote products
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||||||
* derived from this software without specific prior written permission.
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* derived from this software without specific prior written permission.
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*
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*
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||||||
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
|
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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||||||
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
|
||||||
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
|
||||||
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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||||||
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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||||||
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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*/
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
|
||||||
using System.Linq;
|
using System.Linq;
|
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using System.Text;
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using System.Text;
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||||||
|
|
||||||
namespace OpenSim.Region.Physics.BulletSPlugin
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namespace OpenSim.Region.Physics.BulletSPlugin
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{
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{
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public abstract class BSShape
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public abstract class BSShape
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{
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{
|
||||||
public IntPtr ptr { get; set; }
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public IntPtr ptr { get; set; }
|
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public ShapeData.PhysicsShapeType type { get; set; }
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public ShapeData.PhysicsShapeType type { get; set; }
|
||||||
public System.UInt64 key { get; set; }
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public System.UInt64 key { get; set; }
|
||||||
public int referenceCount { get; set; }
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public int referenceCount { get; set; }
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||||||
public DateTime lastReferenced { get; set; }
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public DateTime lastReferenced { get; set; }
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||||||
|
|
||||||
protected void Initialize()
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public BSShape()
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{
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{
|
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ptr = IntPtr.Zero;
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ptr = IntPtr.Zero;
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type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
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type = ShapeData.PhysicsShapeType.SHAPE_UNKNOWN;
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key = 0;
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key = 0;
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referenceCount = 0;
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referenceCount = 0;
|
||||||
lastReferenced = DateTime.Now;
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lastReferenced = DateTime.Now;
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}
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}
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// Get a reference to a physical shape. Create if it doesn't exist
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// Get a reference to a physical shape. Create if it doesn't exist
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public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
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public static BSShape GetShapeReference(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
|
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{
|
{
|
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BSShape ret = null;
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BSShape ret = null;
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|
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if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
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if (prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
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{
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{
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// an avatar capsule is close to a native shape (it is not shared)
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// an avatar capsule is close to a native shape (it is not shared)
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ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
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ret = BSShapeNative.GetReference(physicsScene, prim, ShapeData.PhysicsShapeType.SHAPE_AVATAR,
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ShapeData.FixedShapeKey.KEY_CAPSULE);
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ShapeData.FixedShapeKey.KEY_CAPSULE);
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physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
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physicsScene.DetailLog("{0},BSShape.GetShapeReference,avatarCapsule,shape={1}", prim.LocalID, ret);
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}
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}
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// Compound shapes are handled special as they are rebuilt from scratch.
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// Compound shapes are handled special as they are rebuilt from scratch.
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// This isn't too great a hardship since most of the child shapes will already been created.
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// This isn't too great a hardship since most of the child shapes will already been created.
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if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
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if (ret == null && prim.PreferredPhysicalShape == ShapeData.PhysicsShapeType.SHAPE_COMPOUND)
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{
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{
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// Getting a reference to a compound shape gets you the compound shape with the root prim shape added
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// Getting a reference to a compound shape gets you the compound shape with the root prim shape added
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ret = BSShapeCompound.GetReference(prim);
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ret = BSShapeCompound.GetReference(prim);
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physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
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physicsScene.DetailLog("{0},BSShapeCollection.CreateGeom,compoundShape,shape={1}", prim.LocalID, ret);
|
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}
|
}
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|
|
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if (ret == null)
|
if (ret == null)
|
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ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);
|
ret = GetShapeReferenceNonSpecial(physicsScene, forceRebuild, prim);
|
||||||
|
|
||||||
return ret;
|
return ret;
|
||||||
}
|
}
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public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
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public static BSShape GetShapeReferenceNonSpecial(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
|
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{
|
{
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||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
|
public static BSShape GetShapeReferenceNonNative(BSScene physicsScene, bool forceRebuild, BSPhysObject prim)
|
||||||
{
|
{
|
||||||
return null;
|
return null;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Release the use of a physical shape.
|
// Release the use of a physical shape.
|
||||||
public abstract void Dereference(BSScene physicsScene);
|
public abstract void Dereference(BSScene physicsScene);
|
||||||
|
|
||||||
// All shapes have a static call to get a reference to the physical shape
|
// All shapes have a static call to get a reference to the physical shape
|
||||||
// protected abstract static BSShape GetReference();
|
// protected abstract static BSShape GetReference();
|
||||||
|
|
||||||
public override string ToString()
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public override string ToString()
|
||||||
{
|
{
|
||||||
StringBuilder buff = new StringBuilder();
|
StringBuilder buff = new StringBuilder();
|
||||||
buff.Append("<p=");
|
buff.Append("<p=");
|
||||||
buff.Append(ptr.ToString("X"));
|
buff.Append(ptr.ToString("X"));
|
||||||
buff.Append(",s=");
|
buff.Append(",s=");
|
||||||
buff.Append(type.ToString());
|
buff.Append(type.ToString());
|
||||||
buff.Append(",k=");
|
buff.Append(",k=");
|
||||||
buff.Append(key.ToString("X"));
|
buff.Append(key.ToString("X"));
|
||||||
buff.Append(",c=");
|
buff.Append(",c=");
|
||||||
buff.Append(referenceCount.ToString());
|
buff.Append(referenceCount.ToString());
|
||||||
buff.Append(">");
|
buff.Append(">");
|
||||||
return buff.ToString();
|
return buff.ToString();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public class BSShapeNull : BSShape
|
public class BSShapeNull : BSShape
|
||||||
{
|
{
|
||||||
public BSShapeNull()
|
public BSShapeNull() : base()
|
||||||
{
|
{
|
||||||
base.Initialize();
|
}
|
||||||
}
|
public static BSShape GetReference() { return new BSShapeNull(); }
|
||||||
public static BSShape GetReference() { return new BSShapeNull(); }
|
public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
|
||||||
public override void Dereference(BSScene physicsScene) { /* The magic of garbage collection will make this go away */ }
|
}
|
||||||
}
|
|
||||||
|
public class BSShapeNative : BSShape
|
||||||
public class BSShapeNative : BSShape
|
{
|
||||||
{
|
private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
|
||||||
private static string LogHeader = "[BULLETSIM SHAPE NATIVE]";
|
public BSShapeNative() : base()
|
||||||
public BSShapeNative()
|
{
|
||||||
{
|
}
|
||||||
base.Initialize();
|
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
|
||||||
}
|
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
|
||||||
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim,
|
{
|
||||||
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
|
// Native shapes are not shared and are always built anew.
|
||||||
{
|
return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
|
||||||
// Native shapes are not shared and are always built anew.
|
}
|
||||||
return new BSShapeNative(physicsScene, prim, shapeType, shapeKey);
|
|
||||||
}
|
private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
|
||||||
|
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
|
||||||
private BSShapeNative(BSScene physicsScene, BSPhysObject prim,
|
{
|
||||||
ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey)
|
ShapeData nativeShapeData = new ShapeData();
|
||||||
{
|
nativeShapeData.Type = shapeType;
|
||||||
ShapeData nativeShapeData = new ShapeData();
|
nativeShapeData.ID = prim.LocalID;
|
||||||
nativeShapeData.Type = shapeType;
|
nativeShapeData.Scale = prim.Scale;
|
||||||
nativeShapeData.ID = prim.LocalID;
|
nativeShapeData.Size = prim.Scale;
|
||||||
nativeShapeData.Scale = prim.Scale;
|
nativeShapeData.MeshKey = (ulong)shapeKey;
|
||||||
nativeShapeData.Size = prim.Scale;
|
nativeShapeData.HullKey = (ulong)shapeKey;
|
||||||
nativeShapeData.MeshKey = (ulong)shapeKey;
|
|
||||||
nativeShapeData.HullKey = (ulong)shapeKey;
|
|
||||||
|
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
||||||
|
{
|
||||||
if (shapeType == ShapeData.PhysicsShapeType.SHAPE_AVATAR)
|
ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
|
||||||
{
|
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
|
||||||
ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
|
}
|
||||||
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
|
else
|
||||||
}
|
{
|
||||||
else
|
ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData);
|
||||||
{
|
}
|
||||||
ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData);
|
if (ptr == IntPtr.Zero)
|
||||||
}
|
{
|
||||||
if (ptr == IntPtr.Zero)
|
physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
|
||||||
{
|
LogHeader, prim.LocalID, shapeType);
|
||||||
physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}",
|
}
|
||||||
LogHeader, prim.LocalID, shapeType);
|
type = shapeType;
|
||||||
}
|
key = (UInt64)shapeKey;
|
||||||
type = shapeType;
|
}
|
||||||
key = (UInt64)shapeKey;
|
// Make this reference to the physical shape go away since native shapes are not shared.
|
||||||
}
|
public override void Dereference(BSScene physicsScene)
|
||||||
// Make this reference to the physical shape go away since native shapes are not shared.
|
{
|
||||||
public override void Dereference(BSScene physicsScene)
|
// Native shapes are not tracked and are released immediately
|
||||||
{
|
physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
|
||||||
// Native shapes are not tracked and are released immediately
|
BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr);
|
||||||
physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
|
ptr = IntPtr.Zero;
|
||||||
BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr);
|
// Garbage collection will free up this instance.
|
||||||
ptr = IntPtr.Zero;
|
}
|
||||||
// Garbage collection will free up this instance.
|
}
|
||||||
}
|
|
||||||
}
|
public class BSShapeMesh : BSShape
|
||||||
|
{
|
||||||
public class BSShapeMesh : BSShape
|
private static string LogHeader = "[BULLETSIM SHAPE MESH]";
|
||||||
{
|
private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
|
||||||
private static string LogHeader = "[BULLETSIM SHAPE MESH]";
|
|
||||||
private static Dictionary<System.UInt64, BSShapeMesh> Meshes = new Dictionary<System.UInt64, BSShapeMesh>();
|
public BSShapeMesh() : base()
|
||||||
|
{
|
||||||
public BSShapeMesh()
|
}
|
||||||
{
|
public static BSShape GetReference() { return new BSShapeNull(); }
|
||||||
base.Initialize();
|
public override void Dereference(BSScene physicsScene) { }
|
||||||
}
|
}
|
||||||
public static BSShape GetReference() { return new BSShapeNull(); }
|
|
||||||
public override void Dereference(BSScene physicsScene) { }
|
public class BSShapeHull : BSShape
|
||||||
}
|
{
|
||||||
|
private static string LogHeader = "[BULLETSIM SHAPE HULL]";
|
||||||
public class BSShapeHull : BSShape
|
private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
|
||||||
{
|
|
||||||
private static string LogHeader = "[BULLETSIM SHAPE HULL]";
|
public BSShapeHull() : base()
|
||||||
private static Dictionary<System.UInt64, BSShapeHull> Hulls = new Dictionary<System.UInt64, BSShapeHull>();
|
{
|
||||||
|
}
|
||||||
public BSShapeHull()
|
public static BSShape GetReference() { return new BSShapeNull(); }
|
||||||
{
|
public override void Dereference(BSScene physicsScene) { }
|
||||||
base.Initialize();
|
}
|
||||||
}
|
|
||||||
public static BSShape GetReference() { return new BSShapeNull(); }
|
public class BSShapeCompound : BSShape
|
||||||
public override void Dereference(BSScene physicsScene) { }
|
{
|
||||||
}
|
private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
|
||||||
|
public BSShapeCompound() : base()
|
||||||
public class BSShapeCompound : BSShape
|
{
|
||||||
{
|
}
|
||||||
private static string LogHeader = "[BULLETSIM SHAPE COMPOUND]";
|
public static BSShape GetReference(BSPhysObject prim)
|
||||||
public BSShapeCompound()
|
{
|
||||||
{
|
return new BSShapeNull();
|
||||||
base.Initialize();
|
}
|
||||||
}
|
public override void Dereference(BSScene physicsScene) { }
|
||||||
public static BSShape GetReference(BSPhysObject prim)
|
}
|
||||||
{
|
}
|
||||||
return new BSShapeNull();
|
|
||||||
}
|
|
||||||
public override void Dereference(BSScene physicsScene) { }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
|
@ -429,140 +429,6 @@ static class BulletSimAPI {
|
||||||
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
|
||||||
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
|
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
[return: MarshalAs(UnmanagedType.LPStr)]
|
|
||||||
public static extern string GetVersion();
|
|
||||||
|
|
||||||
/* Remove the linkage to the old api methods
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern uint Initialize(Vector3 maxPosition, IntPtr parms,
|
|
||||||
int maxCollisions, IntPtr collisionArray,
|
|
||||||
int maxUpdates, IntPtr updateArray,
|
|
||||||
DebugLogCallback logRoutine);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern void CreateInitialGroundPlaneAndTerrain(uint worldID);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern void SetHeightmap(uint worldID, [MarshalAs(UnmanagedType.LPArray)] float[] heightMap);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern void Shutdown(uint worldID);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool UpdateParameter(uint worldID, uint localID,
|
|
||||||
[MarshalAs(UnmanagedType.LPStr)]string paramCode, float value);
|
|
||||||
|
|
||||||
// ===============================================================================
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern int PhysicsStep(uint worldID, float timeStep, int maxSubSteps, float fixedTimeStep,
|
|
||||||
out int updatedEntityCount,
|
|
||||||
out IntPtr updatedEntitiesPtr,
|
|
||||||
out int collidersCount,
|
|
||||||
out IntPtr collidersPtr);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool CreateHull(uint worldID, System.UInt64 meshKey,
|
|
||||||
int hullCount, [MarshalAs(UnmanagedType.LPArray)] float[] hulls
|
|
||||||
);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool CreateMesh(uint worldID, System.UInt64 meshKey,
|
|
||||||
int indexCount, [MarshalAs(UnmanagedType.LPArray)] int[] indices,
|
|
||||||
int verticesCount, [MarshalAs(UnmanagedType.LPArray)] float[] vertices
|
|
||||||
);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool DestroyHull(uint worldID, System.UInt64 meshKey);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool DestroyMesh(uint worldID, System.UInt64 meshKey);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool CreateObject(uint worldID, ShapeData shapeData);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern Vector3 GetObjectPosition(uint WorldID, uint id);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern Quaternion GetObjectOrientation(uint WorldID, uint id);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectTranslation(uint worldID, uint id, Vector3 position, Quaternion rotation);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectVelocity(uint worldID, uint id, Vector3 velocity);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectAngularVelocity(uint worldID, uint id, Vector3 angularVelocity);
|
|
||||||
|
|
||||||
// Set the current force acting on the object
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectForce(uint worldID, uint id, Vector3 force);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectScaleMass(uint worldID, uint id, Vector3 scale, float mass, bool isDynamic);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectCollidable(uint worldID, uint id, bool phantom);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectDynamic(uint worldID, uint id, bool isDynamic, float mass);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectGhost(uint worldID, uint id, bool ghostly);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectProperties(uint worldID, uint id, bool isStatic, bool isSolid, bool genCollisions, float mass);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool SetObjectBuoyancy(uint worldID, uint id, float buoyancy);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool HasObject(uint worldID, uint id);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern bool DestroyObject(uint worldID, uint id);
|
|
||||||
|
|
||||||
// ===============================================================================
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern SweepHit ConvexSweepTest(uint worldID, uint id, Vector3 to, float extraMargin);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern RaycastHit RayTest(uint worldID, uint id, Vector3 from, Vector3 to);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern Vector3 RecoverFromPenetration(uint worldID, uint id);
|
|
||||||
|
|
||||||
// ===============================================================================
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern void DumpBulletStatistics();
|
|
||||||
*/
|
|
||||||
// Log a debug message
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern void SetDebugLogCallback(DebugLogCallback callback);
|
|
||||||
|
|
||||||
// ===============================================================================
|
|
||||||
// ===============================================================================
|
|
||||||
// ===============================================================================
|
|
||||||
// A new version of the API that enables moving all the logic out of the C++ code and into
|
|
||||||
// the C# code. This will make modifications easier for the next person.
|
|
||||||
// This interface passes the actual pointers to the objects in the unmanaged
|
|
||||||
// address space. All the management (calls for creation/destruction/lookup)
|
|
||||||
// is done in the C# code.
|
|
||||||
// The names have a "2" tacked on. This will be removed as the C# code gets rebuilt
|
|
||||||
// and the old code is removed.
|
|
||||||
|
|
||||||
// Functions use while converting from API1 to API2. Can be removed when totally converted.
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern IntPtr GetSimHandle2(uint worldID);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
|
|
||||||
|
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
|
||||||
public static extern IntPtr GetBodyHandle2(IntPtr world, uint id);
|
|
||||||
|
|
||||||
// ===============================================================================
|
// ===============================================================================
|
||||||
// Initialization and simulation
|
// Initialization and simulation
|
||||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||||
|
|
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Reference in New Issue