Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
commit
bc13c52c98
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@ -133,10 +133,7 @@ public sealed class BSPrim : PhysicsActor
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_parentPrim = null; // not a child or a parent
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_vehicle = new BSDynamics(this); // add vehicleness
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_childrenPrims = new List<BSPrim>();
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if (_isPhysical)
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_mass = CalculateMass();
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else
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_mass = 0f;
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// do the actual object creation at taint time
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_scene.TaintedObject(delegate()
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{
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@ -149,10 +146,13 @@ public sealed class BSPrim : PhysicsActor
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{
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// m_log.DebugFormat("{0}: Destroy, id={1}", LogHeader, LocalID);
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// DetailLog("{0},Destroy", LocalID);
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// Undo any vehicle properties
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_vehicle.ProcessTypeChange(Vehicle.TYPE_NONE);
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_scene.RemoveVehiclePrim(this); // just to make sure
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_scene.TaintedObject(delegate()
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{
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// undo any dependance with/on other objects
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if (_parentPrim != null)
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{
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@ -161,10 +161,11 @@ public sealed class BSPrim : PhysicsActor
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_parentPrim = null;
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}
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_scene.TaintedObject(delegate()
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{
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// make sure there are no possible children depending on me
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UnlinkAllChildren();
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// everything in the C# world will get garbage collected. Tell the C++ world to free stuff.
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BulletSimAPI.DestroyObject(_scene.WorldID, _localID);
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BulletSimAPI.DestroyObject(_scene.WorldID, LocalID);
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});
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}
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@ -177,8 +178,8 @@ public sealed class BSPrim : PhysicsActor
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_size = value;
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_scene.TaintedObject(delegate()
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{
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if (_isPhysical) _mass = CalculateMass(); // changing size changes the mass
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BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, _mass, _isPhysical);
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_mass = CalculateMass(); // changing size changes the mass
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BulletSimAPI.SetObjectScaleMass(_scene.WorldID, _localID, _scale, Mass, IsPhysical);
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RecreateGeomAndObject();
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});
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}
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@ -188,7 +189,7 @@ public sealed class BSPrim : PhysicsActor
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_pbs = value;
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_scene.TaintedObject(delegate()
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{
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if (_isPhysical) _mass = CalculateMass(); // changing the shape changes the mass
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_mass = CalculateMass(); // changing the shape changes the mass
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RecreateGeomAndObject();
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});
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}
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@ -272,7 +273,10 @@ public sealed class BSPrim : PhysicsActor
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DetailLog("{0},AddChildToLinkset,child={1}", LocalID, pchild.LocalID);
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_childrenPrims.Add(child);
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child._parentPrim = this; // the child has gained a parent
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RecreateGeomAndObject(); // rebuild my shape with the new child added
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// RecreateGeomAndObject(); // rebuild my shape with the new child added
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LinkAChildToMe(pchild); // build the physical binding between me and the child
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_mass = CalculateMass();
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}
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});
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return;
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@ -288,14 +292,21 @@ public sealed class BSPrim : PhysicsActor
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if (_childrenPrims.Contains(child))
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{
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DebugLog("{0}: RemoveChildFromLinkset: Removing constraint to {1}", LogHeader, child.LocalID);
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DetailLog("{0},RemoveChildToLinkset,child={1}", LocalID, pchild.LocalID);
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if (!BulletSimAPI.RemoveConstraintByID(_scene.WorldID, child.LocalID))
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{
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m_log.ErrorFormat("{0}: RemoveChildFromLinkset: Failed remove constraint for {1}", LogHeader, child.LocalID);
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}
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DetailLog("{0},RemoveChildFromLinkset,child={1}", LocalID, pchild.LocalID);
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_childrenPrims.Remove(child);
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child._parentPrim = null; // the child has lost its parent
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RecreateGeomAndObject(); // rebuild my shape with the child removed
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if (_childrenPrims.Count == 0)
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{
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// if the linkset is empty, make sure all linkages have been removed
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UnlinkAllChildren();
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}
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else
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{
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// RecreateGeomAndObject(); // rebuild my shape with the child removed
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UnlinkAChildFromMe(pchild);
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}
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_mass = CalculateMass();
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}
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else
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{
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@ -314,12 +325,19 @@ public sealed class BSPrim : PhysicsActor
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// Set motion values to zero.
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// Do it to the properties so the values get set in the physics engine.
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// Push the setting of the values to the viewer.
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// Called at taint time!
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private void ZeroMotion()
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{
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Velocity = OMV.Vector3.Zero;
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_velocity = OMV.Vector3.Zero;
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_acceleration = OMV.Vector3.Zero;
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RotationalVelocity = OMV.Vector3.Zero;
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base.RequestPhysicsterseUpdate();
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_rotationalVelocity = OMV.Vector3.Zero;
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// Zero some other properties directly into the physics engine
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IntPtr obj = BulletSimAPI.GetBodyHandleWorldID2(_scene.WorldID, LocalID);
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BulletSimAPI.SetVelocity2(obj, OMV.Vector3.Zero);
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BulletSimAPI.SetAngularVelocity2(obj, OMV.Vector3.Zero);
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BulletSimAPI.SetInterpolation2(obj, OMV.Vector3.Zero, OMV.Vector3.Zero);
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BulletSimAPI.ClearForces2(obj);
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}
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public override void LockAngularMotion(OMV.Vector3 axis)
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@ -347,9 +365,17 @@ public sealed class BSPrim : PhysicsActor
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});
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}
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}
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// Return the effective mass of the object. Non-physical objects do not have mass.
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public override float Mass {
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get { return _mass; }
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get {
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if (IsPhysical)
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return _mass;
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else
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return 0f;
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}
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}
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public override OMV.Vector3 Force {
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get { return _force; }
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set {
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@ -429,6 +455,7 @@ public sealed class BSPrim : PhysicsActor
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// Called from Scene when doing simulation step so we're in taint processing time.
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public void StepVehicle(float timeStep)
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{
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if (IsPhysical)
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_vehicle.Step(timeStep);
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}
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@ -526,20 +553,13 @@ public sealed class BSPrim : PhysicsActor
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{
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// m_log.DebugFormat("{0}: ID={1}, SetObjectDynamic: IsStatic={2}, IsSolid={3}", LogHeader, _localID, IsStatic, IsSolid);
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// non-physical things work best with a mass of zero
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if (IsStatic)
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{
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_mass = 0f;
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}
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else
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if (!IsStatic)
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{
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_mass = CalculateMass();
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// If it's dynamic, make sure the hull has been created for it
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// This shouldn't do much work if the object had previously been built
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RecreateGeomAndObject();
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}
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DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, _mass);
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BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), _mass);
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DetailLog("{0},SetObjectDynamic,taint,static={1},solid={2},mass={3}", LocalID, IsStatic, IsSolid, Mass);
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BulletSimAPI.SetObjectProperties(_scene.WorldID, LocalID, IsStatic, IsSolid, SubscribedEvents(), Mass);
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}
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// prims don't fly
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@ -1234,7 +1254,7 @@ public sealed class BSPrim : PhysicsActor
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if (IsRootOfLinkset)
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{
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// Create a linkset around this object
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CreateLinksetWithConstraints();
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CreateLinkset();
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}
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else
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{
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@ -1247,30 +1267,6 @@ public sealed class BSPrim : PhysicsActor
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}
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}
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// Create a linkset by creating a compound hull at the root prim that consists of all
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// the children.
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// NOTE: This does not allow proper collisions with the children prims so it is not a workable solution
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void CreateLinksetWithCompoundHull()
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{
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// If I am the root prim of a linkset, replace my physical shape with all the
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// pieces of the children.
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// All of the children should have called CreateGeom so they have a hull
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// in the physics engine already. Here we pull together all of those hulls
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// into one shape.
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int totalPrimsInLinkset = _childrenPrims.Count + 1;
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// m_log.DebugFormat("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, totalPrimsInLinkset);
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ShapeData[] shapes = new ShapeData[totalPrimsInLinkset];
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FillShapeInfo(out shapes[0]);
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int ii = 1;
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foreach (BSPrim prim in _childrenPrims)
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{
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// m_log.DebugFormat("{0}: CreateLinkset: adding prim {1}", LogHeader, prim.LocalID);
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prim.FillShapeInfo(out shapes[ii]);
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ii++;
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}
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BulletSimAPI.CreateLinkset(_scene.WorldID, totalPrimsInLinkset, shapes);
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}
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// Copy prim's info into the BulletSim shape description structure
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public void FillShapeInfo(out ShapeData shape)
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{
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@ -1280,7 +1276,7 @@ public sealed class BSPrim : PhysicsActor
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shape.Rotation = _orientation;
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shape.Velocity = _velocity;
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shape.Scale = _scale;
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shape.Mass = _isPhysical ? _mass : 0f;
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shape.Mass = Mass;
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shape.Buoyancy = _buoyancy;
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shape.HullKey = _hullKey;
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shape.MeshKey = _meshKey;
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@ -1290,36 +1286,44 @@ public sealed class BSPrim : PhysicsActor
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shape.Static = _isPhysical ? ShapeData.numericFalse : ShapeData.numericTrue;
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}
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#region Linkset creation and destruction
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// Create the linkset by putting constraints between the objects of the set so they cannot move
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// relative to each other.
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// TODO: make this more effeicient: a large linkset gets rebuilt over and over and prims are added
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void CreateLinksetWithConstraints()
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void CreateLinkset()
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{
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DebugLog("{0}: CreateLinkset. Root prim={1}, prims={2}", LogHeader, LocalID, _childrenPrims.Count+1);
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// remove any constraints that might be in place
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foreach (BSPrim prim in _childrenPrims)
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{
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DebugLog("{0}: CreateLinkset: RemoveConstraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
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BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, prim.LocalID);
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}
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DebugLog("{0}: CreateLinkset: RemoveConstraints between me and any children", LogHeader, LocalID);
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BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
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// create constraints between the root prim and each of the children
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foreach (BSPrim prim in _childrenPrims)
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{
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LinkAChildToMe(prim);
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}
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}
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// Create a constraint between me (root of linkset) and the passed prim (the child).
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// Called at taint time!
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private void LinkAChildToMe(BSPrim childPrim)
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{
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// Zero motion for children so they don't interpolate
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prim.ZeroMotion();
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childPrim.ZeroMotion();
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// relative position normalized to the root prim
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OMV.Quaternion invThisOrientation = OMV.Quaternion.Inverse(this._orientation);
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OMV.Vector3 childRelativePosition = (prim._position - this._position) * invThisOrientation;
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OMV.Vector3 childRelativePosition = (childPrim._position - this._position) * invThisOrientation;
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// relative rotation of the child to the parent
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OMV.Quaternion childRelativeRotation = invThisOrientation * prim._orientation;
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OMV.Quaternion childRelativeRotation = invThisOrientation * childPrim._orientation;
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// this is a constraint that allows no freedom of movement between the two objects
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// create a constraint that allows no freedom of movement between the two objects
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// http://bulletphysics.org/Bullet/phpBB3/viewtopic.php?t=4818
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DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, prim.LocalID);
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BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, prim.LocalID,
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DebugLog("{0}: CreateLinkset: Adding a constraint between root prim {1} and child prim {2}", LogHeader, LocalID, childPrim.LocalID);
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DetailLog("{0},LinkAChildToMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID);
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BulletSimAPI.AddConstraint(_scene.WorldID, LocalID, childPrim.LocalID,
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childRelativePosition,
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childRelativeRotation,
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OMV.Vector3.Zero,
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@ -1327,8 +1331,28 @@ public sealed class BSPrim : PhysicsActor
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OMV.Vector3.Zero, OMV.Vector3.Zero,
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OMV.Vector3.Zero, OMV.Vector3.Zero);
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}
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// Remove linkage between myself and a particular child
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// Called at taint time!
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private void UnlinkAChildFromMe(BSPrim childPrim)
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{
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DebugLog("{0}: UnlinkAChildFromMe: RemoveConstraint between root prim {1} and child prim {2}",
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LogHeader, LocalID, childPrim.LocalID);
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DetailLog("{0},UnlinkAChildFromMe,taint,root={1},child={2}", LocalID, LocalID, childPrim.LocalID);
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BulletSimAPI.RemoveConstraint(_scene.WorldID, LocalID, childPrim.LocalID);
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}
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// Remove linkage between myself and any possible children I might have
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// Called at taint time!
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private void UnlinkAllChildren()
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{
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DebugLog("{0}: UnlinkAllChildren:", LogHeader);
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DetailLog("{0},UnlinkAllChildren,taint", LocalID);
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BulletSimAPI.RemoveConstraintByID(_scene.WorldID, LocalID);
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}
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#endregion // Linkset creation and destruction
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// Rebuild the geometry and object.
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// This is called when the shape changes so we need to recreate the mesh/hull.
|
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// No locking here because this is done when the physics engine is not simulating
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@ -1405,7 +1429,7 @@ public sealed class BSPrim : PhysicsActor
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// Don't check for damping here -- it's done in BulletSim and SceneObjectPart.
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// Updates only for individual prims and for the root object of a linkset.
|
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if (this._parentPrim == null)
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if (_parentPrim == null)
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{
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// Assign to the local variables so the normal set action does not happen
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_position = entprop.Position;
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|
|
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@ -630,6 +630,27 @@ public class BSScene : PhysicsScene, IPhysicsParameters
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public override void Dispose()
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{
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// m_log.DebugFormat("{0}: Dispose()", LogHeader);
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|
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// make sure no stepping happens while we're deleting stuff
|
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m_initialized = false;
|
||||
|
||||
foreach (KeyValuePair<uint, BSCharacter> kvp in m_avatars)
|
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{
|
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kvp.Value.Destroy();
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}
|
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m_avatars.Clear();
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|
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foreach (KeyValuePair<uint, BSPrim> kvp in m_prims)
|
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{
|
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kvp.Value.Destroy();
|
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}
|
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m_prims.Clear();
|
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|
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// Anything left in the unmanaged code should be cleaned out
|
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BulletSimAPI.Shutdown(WorldID);
|
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|
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// Not logging any more
|
||||
PhysicsLogging.Close();
|
||||
}
|
||||
|
||||
public override Dictionary<uint, float> GetTopColliders()
|
||||
|
|
|
@ -291,13 +291,14 @@ public static extern void SetDebugLogCallback(DebugLogCallback callback);
|
|||
// ===============================================================================
|
||||
// ===============================================================================
|
||||
// ===============================================================================
|
||||
// A new version of the API that moves all the logic out of the C++ code and into
|
||||
// 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 code gets rebuilt
|
||||
// and the old code is removed from 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.
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetSimHandle2(uint worldID);
|
||||
|
||||
|
@ -307,8 +308,101 @@ public static extern IntPtr GetBodyHandleWorldID2(uint worldID, uint id);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr GetBodyHandle2(IntPtr sim, uint id);
|
||||
|
||||
// ===============================================================================
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr ClearForces2(IntPtr obj);
|
||||
public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
|
||||
int maxCollisions, IntPtr collisionArray,
|
||||
int maxUpdates, IntPtr updateArray);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateParameter2(IntPtr sim, uint localID, String parm, float value);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void SetHeightmap2(IntPtr sim, float[] heightmap);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void Shutdown2(IntPtr sim);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern int PhysicsStep2(IntPtr sim, 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 IntPtr CreateMesh2(IntPtr sim, int indicesCount, int* indices, int verticesCount, float* vertices );
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool BuildHull2(IntPtr sim, IntPtr mesh);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool ReleaseHull2(IntPtr sim, IntPtr mesh);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyMesh2(IntPtr sim, IntPtr mesh);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateObject2(IntPtr sim, ShapeData shapeData);
|
||||
*/
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr CreateConstraint2(IntPtr sim, IntPtr obj1, IntPtr obj2,
|
||||
Vector3 frame1loc, Quaternion frame1rot,
|
||||
Vector3 frame2loc, Quaternion frame2rot,
|
||||
Vector3 lowLinear, Vector3 hiLinear, Vector3 lowAngular, Vector3 hiAngular);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyConstraint2(IntPtr sim, IntPtr constrain);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Vector3 GetPosition2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern Quaternion GetOrientation2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetTranslation2(IntPtr obj, Vector3 position, Quaternion rotation);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetVelocity2(IntPtr obj, Vector3 velocity);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetAngularVelocity2(IntPtr obj, Vector3 angularVelocity);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetObjectForce2(IntPtr obj, Vector3 force);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetCcdMotionThreshold2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetCcdSweepSphereRadius2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetDamping2(IntPtr obj, float lin_damping, float ang_damping);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetDeactivationTime2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetSleepingThresholds2(IntPtr obj, float lin_threshold, float ang_threshold);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetContactProcessingThreshold2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetFriction2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetRestitution2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetLinearVelocity2(IntPtr obj, Vector3 val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetInterpolation2(IntPtr obj, Vector3 lin, Vector3 ang);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr SetCollisionFlags2(IntPtr obj, uint flags);
|
||||
|
@ -319,5 +413,35 @@ public static extern IntPtr AddToCollisionFlags2(IntPtr obj, uint flags);
|
|||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr RemoveFromCollisionFlags2(IntPtr obj, uint flags);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetMassProps2(IntPtr obj, float mass, Vector3 inertia);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateInertiaTensor2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetGravity2(IntPtr obj, Vector3 val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern IntPtr ClearForces2(IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool SetMargin2(IntPtr obj, float val);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool UpdateSingleAabb2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool AddObjectToWorld2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool RemoveObjectFromWorld2(IntPtr world, IntPtr obj);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern bool DestroyObject2(IntPtr world, uint id);
|
||||
|
||||
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
|
||||
public static extern void DumpPhysicsStatistics2(IntPtr sim);
|
||||
|
||||
}
|
||||
}
|
||||
|
|
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Reference in New Issue