BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. Only initialization and debug fuctions left.

0.7.5-pf-bulletsim
Robert Adams 2012-12-30 14:26:57 -08:00
parent 5379d6d112
commit c2a7af18b6
15 changed files with 372 additions and 201 deletions

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@ -34,7 +34,7 @@ using OpenMetaverse;
namespace OpenSim.Region.Physics.BulletSPlugin
{
public sealed class BSAPIUnman : BulletSimAPITemplate
public sealed class BSAPIUnman : BSAPITemplate
{
/*
// Initialization and simulation
@ -55,8 +55,11 @@ public int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float
out int collidersCount,
out IntPtr collidersPtr);
public bool PushUpdate(BulletBody obj);
*/
public override bool PushUpdate(BulletBody obj)
{
return BSAPICPP.PushUpdate2(obj.ptr);
}
// =====================================================================================
// Mesh, hull, shape and body creation helper routines
@ -569,146 +572,332 @@ public override void SetUserPointer(BulletBody obj, IntPtr val)
BSAPICPP.SetUserPointer2(obj.ptr, val);
}
/*
// =====================================================================================
// btRigidBody entries
public override void ApplyGravity(BulletBody obj);
public override void ApplyGravity(BulletBody obj)
{
BSAPICPP.ApplyGravity2(obj.ptr);
}
public override void SetGravity(BulletBody obj, Vector3 val);
public override void SetGravity(BulletBody obj, Vector3 val)
{
BSAPICPP.SetGravity2(obj.ptr, val);
}
public override Vector3 GetGravity(BulletBody obj);
public override Vector3 GetGravity(BulletBody obj)
{
return BSAPICPP.GetGravity2(obj.ptr);
}
public override void SetDamping(BulletBody obj, float lin_damping, float ang_damping);
public override void SetDamping(BulletBody obj, float lin_damping, float ang_damping)
{
BSAPICPP.SetDamping2(obj.ptr, lin_damping, ang_damping);
}
public override void SetLinearDamping(BulletBody obj, float lin_damping);
public override void SetLinearDamping(BulletBody obj, float lin_damping)
{
BSAPICPP.SetLinearDamping2(obj.ptr, lin_damping);
}
public override void SetAngularDamping(BulletBody obj, float ang_damping);
public override void SetAngularDamping(BulletBody obj, float ang_damping)
{
BSAPICPP.SetAngularDamping2(obj.ptr, ang_damping);
}
public override float GetLinearDamping(BulletBody obj);
public override float GetLinearDamping(BulletBody obj)
{
return BSAPICPP.GetLinearDamping2(obj.ptr);
}
public override float GetAngularDamping(BulletBody obj);
public override float GetAngularDamping(BulletBody obj)
{
return BSAPICPP.GetAngularDamping2(obj.ptr);
}
public override float GetLinearSleepingThreshold(BulletBody obj);
public override float GetLinearSleepingThreshold(BulletBody obj)
{
return BSAPICPP.GetLinearSleepingThreshold2(obj.ptr);
}
public override void ApplyDamping(BulletBody obj, float timeStep)
{
BSAPICPP.ApplyDamping2(obj.ptr, timeStep);
}
public override void ApplyDamping(BulletBody obj, float timeStep);
public override void SetMassProps(BulletBody obj, float mass, Vector3 inertia)
{
BSAPICPP.SetMassProps2(obj.ptr, mass, inertia);
}
public override void SetMassProps(BulletBody obj, float mass, Vector3 inertia);
public override Vector3 GetLinearFactor(BulletBody obj)
{
return BSAPICPP.GetLinearFactor2(obj.ptr);
}
public override Vector3 GetLinearFactor(BulletBody obj);
public override void SetLinearFactor(BulletBody obj, Vector3 factor)
{
BSAPICPP.SetLinearFactor2(obj.ptr, factor);
}
public override void SetLinearFactor(BulletBody obj, Vector3 factor);
public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot);
public override void SetCenterOfMassByPosRot(BulletBody obj, Vector3 pos, Quaternion rot)
{
BSAPICPP.SetCenterOfMassByPosRot2(obj.ptr, pos, rot);
}
// Add a force to the object as if its mass is one.
public override void ApplyCentralForce(BulletBody obj, Vector3 force);
public override void ApplyCentralForce(BulletBody obj, Vector3 force)
{
BSAPICPP.ApplyCentralForce2(obj.ptr, force);
}
// Set the force being applied to the object as if its mass is one.
public override void SetObjectForce(BulletBody obj, Vector3 force);
public override void SetObjectForce(BulletBody obj, Vector3 force)
{
BSAPICPP.SetObjectForce2(obj.ptr, force);
}
public override Vector3 GetTotalForce(BulletBody obj);
public override Vector3 GetTotalForce(BulletBody obj)
{
return BSAPICPP.GetTotalForce2(obj.ptr);
}
public override Vector3 GetTotalTorque(BulletBody obj);
public override Vector3 GetTotalTorque(BulletBody obj)
{
return BSAPICPP.GetTotalTorque2(obj.ptr);
}
public override Vector3 GetInvInertiaDiagLocal(BulletBody obj);
public override Vector3 GetInvInertiaDiagLocal(BulletBody obj)
{
return BSAPICPP.GetInvInertiaDiagLocal2(obj.ptr);
}
public override void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert);
public override void SetInvInertiaDiagLocal(BulletBody obj, Vector3 inert)
{
BSAPICPP.SetInvInertiaDiagLocal2(obj.ptr, inert);
}
public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold);
public override void SetSleepingThresholds(BulletBody obj, float lin_threshold, float ang_threshold)
{
BSAPICPP.SetSleepingThresholds2(obj.ptr, lin_threshold, ang_threshold);
}
public override void ApplyTorque(BulletBody obj, Vector3 torque);
public override void ApplyTorque(BulletBody obj, Vector3 torque)
{
BSAPICPP.ApplyTorque2(obj.ptr, torque);
}
// Apply force at the given point. Will add torque to the object.
public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos);
public override void ApplyForce(BulletBody obj, Vector3 force, Vector3 pos)
{
BSAPICPP.ApplyForce2(obj.ptr, force, pos);
}
// Apply impulse to the object. Same as "ApplycentralForce" but force scaled by object's mass.
public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp);
public override void ApplyCentralImpulse(BulletBody obj, Vector3 imp)
{
BSAPICPP.ApplyCentralImpulse2(obj.ptr, imp);
}
// Apply impulse to the object's torque. Force is scaled by object's mass.
public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp);
public override void ApplyTorqueImpulse(BulletBody obj, Vector3 imp)
{
BSAPICPP.ApplyTorqueImpulse2(obj.ptr, imp);
}
// Apply impulse at the point given. For is scaled by object's mass and effects both linear and angular forces.
public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos);
public override void ApplyImpulse(BulletBody obj, Vector3 imp, Vector3 pos)
{
BSAPICPP.ApplyImpulse2(obj.ptr, imp, pos);
}
public override void ClearForces(BulletBody obj);
public override void ClearForces(BulletBody obj)
{
BSAPICPP.ClearForces2(obj.ptr);
}
public override void ClearAllForces(BulletBody obj);
public override void ClearAllForces(BulletBody obj)
{
BSAPICPP.ClearAllForces2(obj.ptr);
}
public override void UpdateInertiaTensor(BulletBody obj);
public override void UpdateInertiaTensor(BulletBody obj)
{
BSAPICPP.UpdateInertiaTensor2(obj.ptr);
}
public override Vector3 GetLinearVelocity(BulletBody obj);
public override Vector3 GetLinearVelocity(BulletBody obj)
{
return BSAPICPP.GetLinearVelocity2(obj.ptr);
}
public override Vector3 GetAngularVelocity(BulletBody obj);
public override Vector3 GetAngularVelocity(BulletBody obj)
{
return BSAPICPP.GetAngularVelocity2(obj.ptr);
}
public override void SetLinearVelocity(BulletBody obj, Vector3 val);
public override void SetLinearVelocity(BulletBody obj, Vector3 vel)
{
BSAPICPP.SetLinearVelocity2(obj.ptr, vel);
}
public override void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity);
public override void SetAngularVelocity(BulletBody obj, Vector3 angularVelocity)
{
BSAPICPP.SetAngularVelocity2(obj.ptr, angularVelocity);
}
public override Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos);
public override Vector3 GetVelocityInLocalPoint(BulletBody obj, Vector3 pos)
{
return BSAPICPP.GetVelocityInLocalPoint2(obj.ptr, pos);
}
public override void Translate(BulletBody obj, Vector3 trans);
public override void Translate(BulletBody obj, Vector3 trans)
{
BSAPICPP.Translate2(obj.ptr, trans);
}
public override void UpdateDeactivation(BulletBody obj, float timeStep);
public override void UpdateDeactivation(BulletBody obj, float timeStep)
{
BSAPICPP.UpdateDeactivation2(obj.ptr, timeStep);
}
public override bool WantsSleeping(BulletBody obj);
public override bool WantsSleeping(BulletBody obj)
{
return BSAPICPP.WantsSleeping2(obj.ptr);
}
public override void SetAngularFactor(BulletBody obj, float factor);
public override void SetAngularFactor(BulletBody obj, float factor)
{
BSAPICPP.SetAngularFactor2(obj.ptr, factor);
}
public override void SetAngularFactorV(BulletBody obj, Vector3 factor);
public override void SetAngularFactorV(BulletBody obj, Vector3 factor)
{
BSAPICPP.SetAngularFactorV2(obj.ptr, factor);
}
public override Vector3 GetAngularFactor(BulletBody obj);
public override Vector3 GetAngularFactor(BulletBody obj)
{
return BSAPICPP.GetAngularFactor2(obj.ptr);
}
public override bool IsInWorld(BulletBody obj);
public override bool IsInWorld(BulletBody obj)
{
return BSAPICPP.IsInWorld2(obj.ptr);
}
public override void AddConstraintRef(BulletBody obj, BulletConstraint constrain);
public override void AddConstraintRef(BulletBody obj, BulletConstraint constrain)
{
BSAPICPP.AddConstraintRef2(obj.ptr, constrain.ptr);
}
public override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain);
public override void RemoveConstraintRef(BulletBody obj, BulletConstraint constrain)
{
BSAPICPP.RemoveConstraintRef2(obj.ptr, constrain.ptr);
}
public override BulletConstraint GetConstraintRef(BulletBody obj, int index);
public override BulletConstraint GetConstraintRef(BulletBody obj, int index)
{
return new BulletConstraint(BSAPICPP.GetConstraintRef2(obj.ptr, index));
}
public override int GetNumConstraintRefs(BulletBody obj);
public override int GetNumConstraintRefs(BulletBody obj)
{
return BSAPICPP.GetNumConstraintRefs2(obj.ptr);
}
public override bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask);
public override bool SetCollisionGroupMask(BulletBody body, uint filter, uint mask)
{
return BSAPICPP.SetCollisionGroupMask2(body.ptr, filter, mask);
}
// =====================================================================================
// btCollisionShape entries
public override float GetAngularMotionDisc(BulletShape shape);
public override float GetAngularMotionDisc(BulletShape shape)
{
return BSAPICPP.GetAngularMotionDisc2(shape.ptr);
}
public override float GetContactBreakingThreshold(BulletShape shape, float defaultFactor);
public override float GetContactBreakingThreshold(BulletShape shape, float defaultFactor)
{
return BSAPICPP.GetContactBreakingThreshold2(shape.ptr, defaultFactor);
}
public override bool IsPolyhedral(BulletShape shape);
public override bool IsPolyhedral(BulletShape shape)
{
return BSAPICPP.IsPolyhedral2(shape.ptr);
}
public override bool IsConvex2d(BulletShape shape);
public override bool IsConvex2d(BulletShape shape)
{
return BSAPICPP.IsConvex2d2(shape.ptr);
}
public override bool IsConvex(BulletShape shape);
public override bool IsConvex(BulletShape shape)
{
return BSAPICPP.IsConvex2(shape.ptr);
}
public override bool IsNonMoving(BulletShape shape);
public override bool IsNonMoving(BulletShape shape)
{
return BSAPICPP.IsNonMoving2(shape.ptr);
}
public override bool IsConcave(BulletShape shape);
public override bool IsConcave(BulletShape shape)
{
return BSAPICPP.IsConcave2(shape.ptr);
}
public override bool IsCompound(BulletShape shape);
public override bool IsCompound(BulletShape shape)
{
return BSAPICPP.IsCompound2(shape.ptr);
}
public override bool IsSoftBody(BulletShape shape);
public override bool IsSoftBody(BulletShape shape)
{
return BSAPICPP.IsSoftBody2(shape.ptr);
}
public override bool IsInfinite(BulletShape shape);
public override bool IsInfinite(BulletShape shape)
{
return BSAPICPP.IsInfinite2(shape.ptr);
}
public override void SetLocalScaling(BulletShape shape, Vector3 scale);
public override void SetLocalScaling(BulletShape shape, Vector3 scale)
{
BSAPICPP.SetLocalScaling2(shape.ptr, scale);
}
public override Vector3 GetLocalScaling(BulletShape shape);
public override Vector3 GetLocalScaling(BulletShape shape)
{
return BSAPICPP.GetLocalScaling2(shape.ptr);
}
public override Vector3 CalculateLocalInertia(BulletShape shape, float mass);
public override Vector3 CalculateLocalInertia(BulletShape shape, float mass)
{
return BSAPICPP.CalculateLocalInertia2(shape.ptr, mass);
}
public override int GetShapeType(BulletShape shape);
public override int GetShapeType(BulletShape shape)
{
return BSAPICPP.GetShapeType2(shape.ptr);
}
public override void SetMargin(BulletShape shape, float val);
public override void SetMargin(BulletShape shape, float val)
{
BSAPICPP.SetMargin2(shape.ptr, val);
}
public override float GetMargin(BulletShape shape);
*/
public override float GetMargin(BulletShape shape)
{
return BSAPICPP.GetMargin2(shape.ptr);
}
static class BSAPICPP
{
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool PushUpdate2(IntPtr obj);
// =====================================================================================
// Mesh, hull, shape and body creation helper routines
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
@ -1029,55 +1218,6 @@ public static extern IntPtr GetUserPointer2(IntPtr obj);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetUserPointer2(IntPtr obj, IntPtr val);
}
}
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
static class BulletSimAPI {
// ===============================================================================
// Link back to the managed code for outputting log messages
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
// ===============================================================================
// Initialization and simulation
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
int maxCollisions, IntPtr collisionArray,
int maxUpdates, IntPtr updateArray,
DebugLogCallback logRoutine);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetHeightMap2(IntPtr world, 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 world, 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 PushUpdate2(IntPtr obj);
// =====================================================================================
// btRigidBody entries
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
@ -1291,6 +1431,52 @@ public static extern void SetMargin2(IntPtr shape, float val);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern float GetMargin2(IntPtr shape);
}
}
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
// ===============================================================================
static class BulletSimAPI {
// ===============================================================================
// Link back to the managed code for outputting log messages
[UnmanagedFunctionPointer(CallingConvention.Cdecl)]
public delegate void DebugLogCallback([MarshalAs(UnmanagedType.LPStr)]string msg);
// ===============================================================================
// Initialization and simulation
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern IntPtr Initialize2(Vector3 maxPosition, IntPtr parms,
int maxCollisions, IntPtr collisionArray,
int maxUpdates, IntPtr updateArray,
DebugLogCallback logRoutine);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern bool UpdateParameter2(IntPtr world, uint localID, String parm, float value);
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]
public static extern void SetHeightMap2(IntPtr world, 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 world, float timeStep, int maxSubSteps, float fixedTimeStep,
out int updatedEntityCount,
out IntPtr updatedEntitiesPtr,
out int collidersCount,
out IntPtr collidersPtr);
// =====================================================================================
// Debugging
[DllImport("BulletSim", CallingConvention = CallingConvention.Cdecl), SuppressUnmanagedCodeSecurity]

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@ -290,7 +290,7 @@ public enum ConstraintParamAxis : int
AXIS_ALL
};
public abstract class BulletSimAPITemplate
public abstract class BSAPITemplate
{
/*
// Initialization and simulation
@ -311,8 +311,8 @@ public abstract int PhysicsStep(BulletWorld world, float timeStep, int maxSubSte
out int collidersCount,
out IntPtr collidersPtr);
public abstract bool PushUpdate(BulletBody obj);
*/
public abstract bool PushUpdate(BulletBody obj);
// =====================================================================================
// Mesh, hull, shape and body creation helper routines
@ -525,7 +525,6 @@ public abstract IntPtr GetUserPointer(BulletBody obj);
public abstract void SetUserPointer(BulletBody obj, IntPtr val);
/*
// =====================================================================================
// btRigidBody entries
public abstract void ApplyGravity(BulletBody obj);
@ -546,7 +545,6 @@ public abstract float GetAngularDamping(BulletBody obj);
public abstract float GetLinearSleepingThreshold(BulletBody obj);
public abstract void ApplyDamping(BulletBody obj, float timeStep);
public abstract void SetMassProps(BulletBody obj, float mass, Vector3 inertia);
@ -661,7 +659,6 @@ public abstract int GetShapeType(BulletShape shape);
public abstract void SetMargin(BulletShape shape, float val);
public abstract float GetMargin(BulletShape shape);
*/
};
}

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@ -153,8 +153,8 @@ public sealed class BSCharacter : BSPhysObject
Flying = _flying;
PhysicsScene.PE.SetRestitution(PhysBody, BSParam.AvatarRestitution);
BulletSimAPI.SetMargin2(PhysShape.ptr, PhysicsScene.Params.collisionMargin);
BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
PhysicsScene.PE.SetMargin(PhysShape, PhysicsScene.Params.collisionMargin);
PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
if (BSParam.CcdMotionThreshold > 0f)
{
@ -165,7 +165,7 @@ public sealed class BSCharacter : BSPhysObject
UpdatePhysicalMassProperties(RawMass, false);
// Make so capsule does not fall over
BulletSimAPI.SetAngularFactorV2(PhysBody.ptr, OMV.Vector3.Zero);
PhysicsScene.PE.SetAngularFactorV(PhysBody, OMV.Vector3.Zero);
PhysicsScene.PE.AddToCollisionFlags(PhysBody, CollisionFlags.CF_CHARACTER_OBJECT);
@ -177,7 +177,7 @@ public sealed class BSCharacter : BSPhysObject
// Do this after the object has been added to the world
PhysBody.collisionType = CollisionType.Avatar;
PhysBody.ApplyCollisionMask();
PhysBody.ApplyCollisionMask(PhysicsScene);
}
// The avatar's movement is controlled by this motor that speeds up and slows down
@ -265,10 +265,10 @@ public sealed class BSCharacter : BSPhysObject
{
if (PhysBody.HasPhysicalBody && PhysShape.HasPhysicalShape)
{
BulletSimAPI.SetLocalScaling2(PhysShape.ptr, Scale);
PhysicsScene.PE.SetLocalScaling(PhysShape, Scale);
UpdatePhysicalMassProperties(RawMass, true);
// Make sure this change appears as a property update event
BulletSimAPI.PushUpdate2(PhysBody.ptr);
PhysicsScene.PE.PushUpdate(PhysBody);
}
});
@ -309,7 +309,7 @@ public sealed class BSCharacter : BSPhysObject
PhysicsScene.TaintedObject(inTaintTime, "BSCharacter.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
BulletSimAPI.ClearAllForces2(PhysBody.ptr);
PhysicsScene.PE.ClearAllForces(PhysBody);
});
}
public override void ZeroAngularMotion(bool inTaintTime)
@ -321,9 +321,9 @@ public sealed class BSCharacter : BSPhysObject
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, OMV.Vector3.Zero);
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, OMV.Vector3.Zero);
PhysicsScene.PE.SetAngularVelocity(PhysBody, OMV.Vector3.Zero);
// The next also get rid of applied linear force but the linear velocity is untouched.
BulletSimAPI.ClearForces2(PhysBody.ptr);
PhysicsScene.PE.ClearForces(PhysBody);
}
});
}
@ -339,7 +339,7 @@ public sealed class BSCharacter : BSPhysObject
public override OMV.Vector3 Position {
get {
// Don't refetch the position because this function is called a zillion times
// _position = BulletSimAPI.GetObjectPosition2(Scene.World.ptr, LocalID);
// _position = PhysicsScene.PE.GetObjectPosition(Scene.World, LocalID);
return _position;
}
set {
@ -433,8 +433,8 @@ public sealed class BSCharacter : BSPhysObject
}
public override void UpdatePhysicalMassProperties(float physMass, bool inWorld)
{
OMV.Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, localInertia);
OMV.Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
PhysicsScene.PE.SetMassProps(PhysBody, physMass, localInertia);
}
public override OMV.Vector3 Force {
@ -446,7 +446,7 @@ public sealed class BSCharacter : BSPhysObject
{
DetailLog("{0},BSCharacter.setForce,taint,force={1}", LocalID, _force);
if (PhysBody.HasPhysicalBody)
BulletSimAPI.SetObjectForce2(PhysBody.ptr, _force);
PhysicsScene.PE.SetObjectForce(PhysBody, _force);
});
}
}
@ -533,7 +533,7 @@ public sealed class BSCharacter : BSPhysObject
}
}
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
PhysicsScene.PE.Activate(PhysBody, true);
}
}
@ -676,7 +676,7 @@ public sealed class BSCharacter : BSPhysObject
// Buoyancy is faked by changing the gravity applied to the object
float grav = PhysicsScene.Params.gravity * (1f - _buoyancy);
if (PhysBody.HasPhysicalBody)
BulletSimAPI.SetGravity2(PhysBody.ptr, new OMV.Vector3(0f, 0f, grav));
PhysicsScene.PE.SetGravity(PhysBody, new OMV.Vector3(0f, 0f, grav));
}
}
@ -737,7 +737,7 @@ public sealed class BSCharacter : BSPhysObject
// DetailLog("{0},BSCharacter.addForce,taint,force={1}", LocalID, addForce);
if (PhysBody.HasPhysicalBody)
{
BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce);
PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
}
});
}

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@ -564,17 +564,17 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// TODO: possibly set AngularFactor and LinearFactor for the type of vehicle.
// Maybe compute linear and angular factor and damping from params.
float angularDamping = BSParam.VehicleAngularDamping;
BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping);
PhysicsScene.PE.SetAngularDamping(Prim.PhysBody, angularDamping);
// Vehicles report collision events so we know when it's on the ground
PhysicsScene.PE.AddToCollisionFlags(Prim.PhysBody, CollisionFlags.BS_VEHICLE_COLLISIONS);
Vector3 localInertia = BulletSimAPI.CalculateLocalInertia2(Prim.PhysShape.ptr, m_vehicleMass);
BulletSimAPI.SetMassProps2(Prim.PhysBody.ptr, m_vehicleMass, localInertia);
BulletSimAPI.UpdateInertiaTensor2(Prim.PhysBody.ptr);
Vector3 localInertia = PhysicsScene.PE.CalculateLocalInertia(Prim.PhysShape, m_vehicleMass);
PhysicsScene.PE.SetMassProps(Prim.PhysBody, m_vehicleMass, localInertia);
PhysicsScene.PE.UpdateInertiaTensor(Prim.PhysBody);
Vector3 grav = PhysicsScene.DefaultGravity * (1f - Prim.Buoyancy);
BulletSimAPI.SetGravity2(Prim.PhysBody.ptr, grav);
PhysicsScene.PE.SetGravity(Prim.PhysBody, grav);
VDetailLog("{0},BSDynamics.Refresh,mass={1},frict={2},inert={3},aDamp={4}",
Prim.LocalID, m_vehicleMass, friction, localInertia, angularDamping);
@ -669,7 +669,7 @@ namespace OpenSim.Region.Physics.BulletSPlugin
// If we set one of the values (ie, the physics engine didn't do it) we must force
// an UpdateProperties event to send the changes up to the simulator.
BulletSimAPI.PushUpdate2(Prim.PhysBody.ptr);
PhysicsScene.PE.PushUpdate(Prim.PhysBody);
}
m_knownChanged = 0;
}

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@ -387,11 +387,6 @@ public sealed class BSLinksetCompound : BSLinkset
}
PhysicsScene.PE.RecalculateCompoundShapeLocalAabb(LinksetRoot.PhysShape);
// DEBUG: see of inter-linkset collisions are causing problems for constraint linksets.
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
}
}
}

View File

@ -259,7 +259,7 @@ public sealed class BSLinksetConstraints : BSLinkset
if (PhysicsScene.Constraints.RemoveAndDestroyConstraint(rootPrim.PhysBody, childPrim.PhysBody))
{
// Make the child refresh its location
BulletSimAPI.PushUpdate2(childPrim.PhysBody.ptr);
PhysicsScene.PE.PushUpdate(childPrim.PhysBody);
ret = true;
}
@ -286,9 +286,6 @@ public sealed class BSLinksetConstraints : BSLinkset
float linksetMass = LinksetMass;
LinksetRoot.UpdatePhysicalMassProperties(linksetMass, true);
// DEBUG: see of inter-linkset collisions are causing problems
// BulletSimAPI.SetCollisionFilterMask2(LinksetRoot.BSBody.ptr,
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
DetailLog("{0},BSLinksetConstraint.RecomputeLinksetConstraints,set,rBody={1},linksetMass={2}",
LinksetRoot.LocalID, LinksetRoot.PhysBody.AddrString, linksetMass);
@ -307,11 +304,7 @@ public sealed class BSLinksetConstraints : BSLinkset
}
constrain.RecomputeConstraintVariables(linksetMass);
// DEBUG: see of inter-linkset collisions are causing problems
// BulletSimAPI.SetCollisionFilterMask2(child.BSBody.ptr,
// (uint)CollisionFilterGroups.LinksetFilter, (uint)CollisionFilterGroups.LinksetMask);
// BulletSimAPI.DumpConstraint2(PhysicsScene.World.ptr, constrain.Constraint.ptr); // DEBUG DEBUG
// PhysicsScene.PE.DumpConstraint(PhysicsScene.World, constrain.Constraint); // DEBUG DEBUG
}
}

View File

@ -280,7 +280,7 @@ public static class BSParam
(s,cf,p,v) => { s.UnmanagedParams[0].gravity = cf.GetFloat(p, v); },
(s) => { return s.UnmanagedParams[0].gravity; },
(s,p,l,v) => { s.UpdateParameterObject((x)=>{s.UnmanagedParams[0].gravity=x;}, p, PhysParameterEntry.APPLY_TO_NONE, v); },
(s,o,v) => { BulletSimAPI.SetGravity2(s.World.ptr, new Vector3(0f,0f,v)); } ),
(s,o,v) => { s.PE.SetGravity(o.PhysBody, new Vector3(0f,0f,v)); } ),
new ParameterDefn("LinearDamping", "Factor to damp linear movement per second (0.0 - 1.0)",
@ -288,13 +288,13 @@ public static class BSParam
(s,cf,p,v) => { LinearDamping = cf.GetFloat(p, v); },
(s) => { return LinearDamping; },
(s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearDamping=x;}, p, l, v); },
(s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, v, AngularDamping); } ),
(s,o,v) => { s.PE.SetDamping(o.PhysBody, v, AngularDamping); } ),
new ParameterDefn("AngularDamping", "Factor to damp angular movement per second (0.0 - 1.0)",
0f,
(s,cf,p,v) => { AngularDamping = cf.GetFloat(p, v); },
(s) => { return AngularDamping; },
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularDamping=x;}, p, l, v); },
(s,o,v) => { BulletSimAPI.SetDamping2(o.PhysBody.ptr, LinearDamping, v); } ),
(s,o,v) => { s.PE.SetDamping(o.PhysBody, LinearDamping, v); } ),
new ParameterDefn("DeactivationTime", "Seconds before considering an object potentially static",
0.2f,
(s,cf,p,v) => { DeactivationTime = cf.GetFloat(p, v); },
@ -306,13 +306,13 @@ public static class BSParam
(s,cf,p,v) => { LinearSleepingThreshold = cf.GetFloat(p, v); },
(s) => { return LinearSleepingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject((x)=>{LinearSleepingThreshold=x;}, p, l, v); },
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
new ParameterDefn("AngularSleepingThreshold", "Seconds to measure angular movement before considering static",
1.0f,
(s,cf,p,v) => { AngularSleepingThreshold = cf.GetFloat(p, v); },
(s) => { return AngularSleepingThreshold; },
(s,p,l,v) => { s.UpdateParameterObject((x)=>{AngularSleepingThreshold=x;}, p, l, v); },
(s,o,v) => { BulletSimAPI.SetSleepingThresholds2(o.PhysBody.ptr, v, v); } ),
(s,o,v) => { s.PE.SetSleepingThresholds(o.PhysBody, v, v); } ),
new ParameterDefn("CcdMotionThreshold", "Continuious collision detection threshold (0 means no CCD)" ,
0f, // set to zero to disable
(s,cf,p,v) => { CcdMotionThreshold = cf.GetFloat(p, v); },

View File

@ -253,7 +253,7 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ZeroMotion", delegate()
{
if (PhysBody.HasPhysicalBody)
BulletSimAPI.ClearAllForces2(PhysBody.ptr);
PhysicsScene.PE.ClearAllForces(PhysBody);
});
}
public override void ZeroAngularMotion(bool inTaintTime)
@ -266,7 +266,7 @@ public sealed class BSPrim : BSPhysObject
if (PhysBody.HasPhysicalBody)
{
PhysicsScene.PE.SetInterpolationAngularVelocity(PhysBody, _rotationalVelocity);
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
}
});
}
@ -292,7 +292,7 @@ public sealed class BSPrim : BSPhysObject
*/
// don't do the GetObjectPosition for root elements because this function is called a zillion times.
// _position = BulletSimAPI.GetObjectPosition2(PhysicsScene.World.ptr, BSBody.ptr);
// _position = PhysicsScene.PE.GetObjectPosition2(PhysicsScene.World, BSBody);
return _position;
}
set {
@ -405,10 +405,10 @@ public sealed class BSPrim : BSPhysObject
{
if (IsStatic)
{
BulletSimAPI.SetGravity2(PhysBody.ptr, PhysicsScene.DefaultGravity);
PhysicsScene.PE.SetGravity(PhysBody, PhysicsScene.DefaultGravity);
Inertia = OMV.Vector3.Zero;
BulletSimAPI.SetMassProps2(PhysBody.ptr, 0f, Inertia);
BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
PhysicsScene.PE.SetMassProps(PhysBody, 0f, Inertia);
PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
}
else
{
@ -423,14 +423,14 @@ public sealed class BSPrim : BSPhysObject
}
// The computation of mass props requires gravity to be set on the object.
BulletSimAPI.SetGravity2(PhysBody.ptr, grav);
PhysicsScene.PE.SetGravity(PhysBody, grav);
Inertia = BulletSimAPI.CalculateLocalInertia2(PhysShape.ptr, physMass);
BulletSimAPI.SetMassProps2(PhysBody.ptr, physMass, Inertia);
BulletSimAPI.UpdateInertiaTensor2(PhysBody.ptr);
Inertia = PhysicsScene.PE.CalculateLocalInertia(PhysShape, physMass);
PhysicsScene.PE.SetMassProps(PhysBody, physMass, Inertia);
PhysicsScene.PE.UpdateInertiaTensor(PhysBody);
// center of mass is at the zero of the object
// DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(PhysBody.ptr, ForcePosition, ForceOrientation);
// DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(PhysBody, ForcePosition, ForceOrientation);
DetailLog("{0},BSPrim.UpdateMassProperties,mass={1},localInertia={2},grav={3},inWorld={4}", LocalID, physMass, Inertia, grav, inWorld);
if (inWorld)
@ -440,7 +440,7 @@ public sealed class BSPrim : BSPhysObject
// Must set gravity after it has been added to the world because, for unknown reasons,
// adding the object resets the object's gravity to world gravity
BulletSimAPI.SetGravity2(PhysBody.ptr, grav);
PhysicsScene.PE.SetGravity(PhysBody, grav);
}
}
@ -483,7 +483,7 @@ public sealed class BSPrim : BSPhysObject
DetailLog("{0},BSPrim.setForce,preStep,force={1}", LocalID, _force);
if (PhysBody.HasPhysicalBody)
{
BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, _force);
PhysicsScene.PE.ApplyCentralForce(PhysBody, _force);
ActivateIfPhysical(false);
}
}
@ -583,7 +583,7 @@ public sealed class BSPrim : BSPhysObject
_velocity = value;
if (PhysBody.HasPhysicalBody)
{
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
PhysicsScene.PE.SetLinearVelocity(PhysBody, _velocity);
ActivateIfPhysical(false);
}
}
@ -809,7 +809,7 @@ public sealed class BSPrim : BSPhysObject
PhysicsScene.PE.SetTranslation(PhysBody, _position, _orientation);
// Center of mass is at the center of the object
// DEBUG DEBUG BulletSimAPI.SetCenterOfMassByPosRot2(Linkset.LinksetRoot.PhysBody, _position, _orientation);
// DEBUG DEBUG PhysicsScene.PE.SetCenterOfMassByPosRot(Linkset.LinksetRoot.PhysBody, _position, _orientation);
// A dynamic object has mass
UpdatePhysicalMassProperties(RawMass, false);
@ -822,9 +822,9 @@ public sealed class BSPrim : BSPhysObject
}
// Various values for simulation limits
BulletSimAPI.SetDamping2(PhysBody.ptr, BSParam.LinearDamping, BSParam.AngularDamping);
PhysicsScene.PE.SetDamping(PhysBody, BSParam.LinearDamping, BSParam.AngularDamping);
PhysicsScene.PE.SetDeactivationTime(PhysBody, BSParam.DeactivationTime);
BulletSimAPI.SetSleepingThresholds2(PhysBody.ptr, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
PhysicsScene.PE.SetSleepingThresholds(PhysBody, BSParam.LinearSleepingThreshold, BSParam.AngularSleepingThreshold);
PhysicsScene.PE.SetContactProcessingThreshold(PhysBody, BSParam.ContactProcessingThreshold);
// This collides like an object.
@ -901,10 +901,10 @@ public sealed class BSPrim : BSPhysObject
// TODO: Fix this. Total kludge because adding object to world resets its gravity to default.
// Replace this when the new AddObjectToWorld function is complete.
BulletSimAPI.SetGravity2(PhysBody.ptr, ComputeGravity());
PhysicsScene.PE.SetGravity(PhysBody, ComputeGravity());
// Collision filter can be set only when the object is in the world
if (!PhysBody.ApplyCollisionMask())
if (!PhysBody.ApplyCollisionMask(PhysicsScene))
{
m_log.ErrorFormat("{0} Failed setting object collision mask: id={1}", LogHeader, LocalID);
DetailLog("{0},BSPrim.UpdatePhysicalParameters,failedSetMaskGroup,cType={1}", LocalID, PhysBody.collisionType);
@ -969,7 +969,7 @@ public sealed class BSPrim : BSPhysObject
_rotationalVelocity = value;
if (PhysBody.HasPhysicalBody)
{
BulletSimAPI.SetAngularVelocity2(PhysBody.ptr, _rotationalVelocity);
PhysicsScene.PE.SetAngularVelocity(PhysBody, _rotationalVelocity);
ActivateIfPhysical(false);
}
}
@ -1061,7 +1061,7 @@ public sealed class BSPrim : BSPhysObject
DetailLog("{0},BSPrim.addForce,taint,force={1}", LocalID, addForce);
if (PhysBody.HasPhysicalBody)
{
BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, addForce);
PhysicsScene.PE.ApplyCentralForce(PhysBody, addForce);
ActivateIfPhysical(false);
}
});
@ -1085,7 +1085,7 @@ public sealed class BSPrim : BSPhysObject
{
if (PhysBody.HasPhysicalBody)
{
BulletSimAPI.ApplyTorque2(PhysBody.ptr, angForce);
PhysicsScene.PE.ApplyTorque(PhysBody, angForce);
ActivateIfPhysical(false);
}
});
@ -1108,7 +1108,7 @@ public sealed class BSPrim : BSPhysObject
{
if (PhysBody.HasPhysicalBody)
{
BulletSimAPI.ApplyTorqueImpulse2(PhysBody.ptr, applyImpulse);
PhysicsScene.PE.ApplyTorqueImpulse(PhysBody, applyImpulse);
ActivateIfPhysical(false);
}
});

View File

@ -51,7 +51,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
public string BulletSimVersion = "?";
// The handle to the underlying managed or unmanaged version of Bullet being used.
public BulletSimAPITemplate PE;
public BSAPITemplate PE;
public Dictionary<uint, BSPhysObject> PhysObjects;
public BSShapeCollection Shapes;

View File

@ -141,7 +141,7 @@ public sealed class BSShapeCollection : IDisposable
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,newBody,body={1}", body.ID, body);
PhysicsScene.TaintedObject(inTaintTime, "BSShapeCollection.ReferenceBody", delegate()
{
if (!BulletSimAPI.IsInWorld2(body.ptr))
if (!PhysicsScene.PE.IsInWorld(body))
{
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, body);
if (DDetail) DetailLog("{0},BSShapeCollection.ReferenceBody,addedToWorld,ref={1}", body.ID, body);
@ -166,7 +166,7 @@ public sealed class BSShapeCollection : IDisposable
// If the caller needs to know the old body is going away, pass the event up.
if (bodyCallback != null) bodyCallback(body);
if (BulletSimAPI.IsInWorld2(body.ptr))
if (PhysicsScene.PE.IsInWorld(body))
{
PhysicsScene.PE.RemoveObjectFromWorld(PhysicsScene.World, body);
if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,removingFromWorld. Body={1}", body.ID, body);
@ -332,7 +332,7 @@ public sealed class BSShapeCollection : IDisposable
// Called at taint-time.
private void DereferenceCompound(BulletShape shape, ShapeDestructionCallback shapeCallback)
{
if (!BulletSimAPI.IsCompound2(shape.ptr))
if (!PhysicsScene.PE.IsCompound(shape))
{
// Failed the sanity check!!
PhysicsScene.Logger.ErrorFormat("{0} Attempt to free a compound shape that is not compound!! type={1}, ptr={2}",
@ -376,7 +376,7 @@ public sealed class BSShapeCollection : IDisposable
}
else
{
if (BulletSimAPI.IsCompound2(cShape))
if (PhysicsScene.PE.IsCompound(shapeInfo))
{
shapeInfo.type = BSPhysicsShapeType.SHAPE_COMPOUND;
}
@ -467,7 +467,7 @@ public sealed class BSShapeCollection : IDisposable
// Get the scale of any existing shape so we can see if the new shape is same native type and same size.
OMV.Vector3 scaleOfExistingShape = OMV.Vector3.Zero;
if (prim.PhysShape.HasPhysicalShape)
scaleOfExistingShape = BulletSimAPI.GetLocalScaling2(prim.PhysShape.ptr);
scaleOfExistingShape = PhysicsScene.PE.GetLocalScaling(prim.PhysShape);
if (DDetail) DetailLog("{0},BSShapeCollection.CreateGeom,maybeNative,force={1},primScale={2},primSize={3},primShape={4}",
prim.LocalID, forceRebuild, prim.Scale, prim.Size, prim.PhysShape.type);

View File

@ -151,12 +151,12 @@ public class BSShapeNative : BSShape
/*
if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE)
{
ptr = BulletSimAPI.BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale);
physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale);
}
else
{
ptr = BulletSimAPI.BuildNativeShape2(physicsScene.World.ptr, nativeShapeData);
ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData);
}
if (ptr == IntPtr.Zero)
{
@ -173,7 +173,7 @@ public class BSShapeNative : BSShape
/*
// Native shapes are not tracked and are released immediately
physicsScene.DetailLog("{0},BSShapeCollection.DereferenceShape,deleteNativeShape,shape={1}", BSScene.DetailLogZero, this);
BulletSimAPI.DeleteCollisionShape2(physicsScene.World.ptr, ptr);
PhysicsScene.PE.DeleteCollisionShape(physicsScene.World, this);
ptr = IntPtr.Zero;
// Garbage collection will free up this instance.
*/

View File

@ -120,7 +120,7 @@ public sealed class BSTerrainHeightmap : BSTerrainPhys
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_mapInfo.terrainBody);
m_mapInfo.terrainBody.collisionType = CollisionType.Terrain;
m_mapInfo.terrainBody.ApplyCollisionMask();
m_mapInfo.terrainBody.ApplyCollisionMask(PhysicsScene);
// Make it so the terrain will not move or be considered for movement.
PhysicsScene.PE.ForceActivationState(m_mapInfo.terrainBody, ActivationState.DISABLE_SIMULATION);

View File

@ -143,7 +143,7 @@ public sealed class BSTerrainManager : IDisposable
PhysicsScene.PE.ForceActivationState(m_groundPlane, ActivationState.DISABLE_SIMULATION);
// Everything collides with the ground plane.
m_groundPlane.collisionType = CollisionType.Groundplane;
m_groundPlane.ApplyCollisionMask();
m_groundPlane.ApplyCollisionMask(PhysicsScene);
// Build an initial terrain and put it in the world. This quickly gets replaced by the real region terrain.
BSTerrainPhys initialTerrain = new BSTerrainHeightmap(PhysicsScene, Vector3.Zero, BSScene.TERRAIN_ID, DefaultRegionSize);

View File

@ -120,7 +120,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);
// Static objects are not very massive.
BulletSimAPI.SetMassProps2(m_terrainBody.ptr, 0f, Vector3.Zero);
PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);
// Put the new terrain to the world of physical objects
PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody);
@ -129,7 +129,7 @@ public sealed class BSTerrainMesh : BSTerrainPhys
PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody);
m_terrainBody.collisionType = CollisionType.Terrain;
m_terrainBody.ApplyCollisionMask();
m_terrainBody.ApplyCollisionMask(PhysicsScene);
// Make it so the terrain will not move or be considered for movement.
PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);

View File

@ -72,12 +72,12 @@ public class BulletBody
public bool HasPhysicalBody { get { return ptr != IntPtr.Zero; } }
// Apply the specificed collision mask into the physical world
public bool ApplyCollisionMask()
public bool ApplyCollisionMask(BSScene physicsScene)
{
// Should assert the body has been added to the physical world.
// (The collision masks are stored in the collision proxy cache which only exists for
// a collision body that is in the world.)
return BulletSimAPI.SetCollisionGroupMask2(ptr,
return physicsScene.PE.SetCollisionGroupMask(this,
BulletSimData.CollisionTypeMasks[collisionType].group,
BulletSimData.CollisionTypeMasks[collisionType].mask);
}