1604 lines
65 KiB
C#
1604 lines
65 KiB
C#
/*
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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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*
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* 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:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyrightD
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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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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*
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* 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
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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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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* (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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* 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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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Runtime.InteropServices;
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using System.Security;
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using System.Text;
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using BulletXNA;
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using OpenMetaverse;
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using BulletXNA.LinearMath;
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using BulletXNA.BulletCollision;
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using BulletXNA.BulletDynamics;
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using BulletXNA.BulletCollision.CollisionDispatch;
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using OpenSim.Framework;
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namespace OpenSim.Region.Physics.BulletSNPlugin {
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// Classes to allow some type checking for the API
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// These hold pointers to allocated objects in the unmanaged space.
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// Constraint type values as defined by Bullet
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public enum ConstraintType : int
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{
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POINT2POINT_CONSTRAINT_TYPE = 3,
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HINGE_CONSTRAINT_TYPE,
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CONETWIST_CONSTRAINT_TYPE,
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D6_CONSTRAINT_TYPE,
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SLIDER_CONSTRAINT_TYPE,
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CONTACT_CONSTRAINT_TYPE,
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D6_SPRING_CONSTRAINT_TYPE,
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MAX_CONSTRAINT_TYPE
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}
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// ===============================================================================
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[StructLayout(LayoutKind.Sequential)]
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public struct ConvexHull
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{
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Vector3 Offset;
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int VertexCount;
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Vector3[] Vertices;
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}
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public enum BSPhysicsShapeType
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{
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SHAPE_UNKNOWN = 0,
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SHAPE_CAPSULE = 1,
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SHAPE_BOX = 2,
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SHAPE_CONE = 3,
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SHAPE_CYLINDER = 4,
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SHAPE_SPHERE = 5,
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SHAPE_MESH = 6,
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SHAPE_HULL = 7,
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// following defined by BulletSim
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SHAPE_GROUNDPLANE = 20,
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SHAPE_TERRAIN = 21,
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SHAPE_COMPOUND = 22,
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SHAPE_HEIGHTMAP = 23,
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};
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// The native shapes have predefined shape hash keys
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public enum FixedShapeKey : ulong
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{
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KEY_NONE = 0,
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KEY_BOX = 1,
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KEY_SPHERE = 2,
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KEY_CONE = 3,
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KEY_CYLINDER = 4,
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KEY_CAPSULE = 5,
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct ShapeData
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{
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public uint ID;
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public BSPhysicsShapeType Type;
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Velocity;
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public Vector3 Scale;
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public float Mass;
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public float Buoyancy;
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public System.UInt64 HullKey;
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public System.UInt64 MeshKey;
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public float Friction;
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public float Restitution;
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public float Collidable; // true of things bump into this
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public float Static; // true if a static object. Otherwise gravity, etc.
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public float Solid; // true if object cannot be passed through
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public Vector3 Size;
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// note that bools are passed as floats since bool size changes by language and architecture
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public const float numericTrue = 1f;
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public const float numericFalse = 0f;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct SweepHit
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{
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public uint ID;
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public float Fraction;
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public Vector3 Normal;
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public Vector3 Point;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct RaycastHit
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{
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public uint ID;
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public float Fraction;
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public Vector3 Normal;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct CollisionDesc
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{
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public uint aID;
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public uint bID;
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public Vector3 point;
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public Vector3 normal;
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}
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[StructLayout(LayoutKind.Sequential)]
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public struct EntityProperties
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{
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public uint ID;
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public Vector3 Position;
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public Quaternion Rotation;
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public Vector3 Velocity;
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public Vector3 Acceleration;
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public Vector3 RotationalVelocity;
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public override string ToString()
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{
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return string.Format("ID:{0}, Pos:<{1:F},{2:F},{3:F}>, Rot:<{4:F},{5:F},{6:F},{7:F}>, LVel:<{8:F},{9:F},{10:F}>, AVel:<{11:F},{12:F},{13:F}>",
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ID.ToString(),
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Position.X,Position.Y,Position.Z,
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Rotation.X,Rotation.Y,Rotation.Z,Rotation.W,
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Velocity.X,Velocity.Y,Velocity.Z,
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RotationalVelocity.X,RotationalVelocity.Y,RotationalVelocity.Z
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);
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}
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}
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// Format of this structure must match the definition in the C++ code
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// NOTE: adding the X causes compile breaks if used. These are unused symbols
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// that can be removed from both here and the unmanaged definition of this structure.
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[StructLayout(LayoutKind.Sequential)]
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public struct ConfigurationParameters
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{
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public float defaultFriction;
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public float defaultDensity;
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public float defaultRestitution;
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public float collisionMargin;
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public float gravity;
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public float XlinearDamping;
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public float XangularDamping;
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public float XdeactivationTime;
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public float XlinearSleepingThreshold;
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public float XangularSleepingThreshold;
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public float XccdMotionThreshold;
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public float XccdSweptSphereRadius;
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public float XcontactProcessingThreshold;
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public float XterrainImplementation;
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public float XterrainFriction;
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public float XterrainHitFraction;
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public float XterrainRestitution;
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public float XterrainCollisionMargin;
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public float XavatarFriction;
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public float XavatarStandingFriction;
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public float XavatarDensity;
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public float XavatarRestitution;
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public float XavatarCapsuleWidth;
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public float XavatarCapsuleDepth;
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public float XavatarCapsuleHeight;
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public float XavatarContactProcessingThreshold;
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public float XvehicleAngularDamping;
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public float maxPersistantManifoldPoolSize;
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public float maxCollisionAlgorithmPoolSize;
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public float shouldDisableContactPoolDynamicAllocation;
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public float shouldForceUpdateAllAabbs;
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public float shouldRandomizeSolverOrder;
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public float shouldSplitSimulationIslands;
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public float shouldEnableFrictionCaching;
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public float numberOfSolverIterations;
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public float XlinksetImplementation;
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public float XlinkConstraintUseFrameOffset;
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public float XlinkConstraintEnableTransMotor;
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public float XlinkConstraintTransMotorMaxVel;
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public float XlinkConstraintTransMotorMaxForce;
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public float XlinkConstraintERP;
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public float XlinkConstraintCFM;
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public float XlinkConstraintSolverIterations;
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public float physicsLoggingFrames;
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public const float numericTrue = 1f;
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public const float numericFalse = 0f;
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}
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// The states a bullet collision object can have
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public enum ActivationState : uint
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{
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UNDEFINED = 0,
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ACTIVE_TAG = 1,
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ISLAND_SLEEPING = 2,
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WANTS_DEACTIVATION = 3,
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DISABLE_DEACTIVATION = 4,
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DISABLE_SIMULATION = 5,
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}
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public enum CollisionObjectTypes : int
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{
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CO_COLLISION_OBJECT = 1 << 0,
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CO_RIGID_BODY = 1 << 1,
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CO_GHOST_OBJECT = 1 << 2,
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CO_SOFT_BODY = 1 << 3,
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CO_HF_FLUID = 1 << 4,
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CO_USER_TYPE = 1 << 5,
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}
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// Values used by Bullet and BulletSim to control object properties.
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// Bullet's "CollisionFlags" has more to do with operations on the
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// object (if collisions happen, if gravity effects it, ...).
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[Flags]
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public enum CollisionFlags : uint
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{
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CF_STATIC_OBJECT = 1 << 0,
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CF_KINEMATIC_OBJECT = 1 << 1,
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CF_NO_CONTACT_RESPONSE = 1 << 2,
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CF_CUSTOM_MATERIAL_CALLBACK = 1 << 3,
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CF_CHARACTER_OBJECT = 1 << 4,
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CF_DISABLE_VISUALIZE_OBJECT = 1 << 5,
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CF_DISABLE_SPU_COLLISION_PROCESS = 1 << 6,
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// Following used by BulletSim to control collisions and updates
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BS_SUBSCRIBE_COLLISION_EVENTS = 1 << 10,
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BS_FLOATS_ON_WATER = 1 << 11,
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BS_VEHICLE_COLLISIONS = 1 << 12,
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BS_NONE = 0,
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BS_ALL = 0xFFFFFFFF,
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// These are the collision flags switched depending on physical state.
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// The other flags are used for other things and should not be fooled with.
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BS_ACTIVE = CF_STATIC_OBJECT
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| CF_KINEMATIC_OBJECT
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| CF_NO_CONTACT_RESPONSE
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};
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// Values for collisions groups and masks
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public enum CollisionFilterGroups : uint
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{
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// Don't use the bit definitions!! Define the use in a
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// filter/mask definition below. This way collision interactions
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// are more easily debugged.
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BNoneGroup = 0,
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BDefaultGroup = 1 << 0,
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BStaticGroup = 1 << 1,
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BKinematicGroup = 1 << 2,
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BDebrisGroup = 1 << 3,
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BSensorTrigger = 1 << 4,
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BCharacterGroup = 1 << 5,
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BAllGroup = 0xFFFFFFFF,
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// Filter groups defined by BulletSim
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BGroundPlaneGroup = 1 << 10,
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BTerrainGroup = 1 << 11,
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BRaycastGroup = 1 << 12,
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BSolidGroup = 1 << 13,
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// BLinksetGroup = xx // a linkset proper is either static or dynamic
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BLinksetChildGroup = 1 << 14,
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// The collsion filters and masked are defined in one place -- don't want them scattered
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AvatarGroup = BCharacterGroup,
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AvatarMask = BAllGroup,
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ObjectGroup = BSolidGroup,
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ObjectMask = BAllGroup,
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StaticObjectGroup = BStaticGroup,
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StaticObjectMask = AvatarGroup | ObjectGroup, // static things don't interact with much
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LinksetGroup = BLinksetChildGroup,
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LinksetMask = BAllGroup & ~BLinksetChildGroup, // linkset objects don't collide with each other
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VolumeDetectGroup = BSensorTrigger,
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VolumeDetectMask = ~BSensorTrigger,
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TerrainGroup = BTerrainGroup,
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TerrainMask = BAllGroup & ~BStaticGroup, // static objects on the ground don't collide
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GroundPlaneGroup = BGroundPlaneGroup,
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GroundPlaneMask = BAllGroup
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};
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// CFM controls the 'hardness' of the constraint. 0=fixed, 0..1=violatable. Default=0
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// ERP controls amount of correction per tick. Usable range=0.1..0.8. Default=0.2.
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public enum ConstraintParams : int
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{
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BT_CONSTRAINT_ERP = 1, // this one is not used in Bullet as of 20120730
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BT_CONSTRAINT_STOP_ERP,
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BT_CONSTRAINT_CFM,
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BT_CONSTRAINT_STOP_CFM,
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};
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public enum ConstraintParamAxis : int
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{
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AXIS_LINEAR_X = 0,
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AXIS_LINEAR_Y,
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AXIS_LINEAR_Z,
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AXIS_ANGULAR_X,
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AXIS_ANGULAR_Y,
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AXIS_ANGULAR_Z,
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AXIS_LINEAR_ALL = 20, // these last three added by BulletSim so we don't have to do zillions of calls
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AXIS_ANGULAR_ALL,
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AXIS_ALL
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};
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// ===============================================================================
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static class BulletSimAPI {
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private static int m_collisionsThisFrame;
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public delegate void DebugLogCallback(string msg);
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/// <summary>
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///
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/// </summary>
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/// <param name="p"></param>
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/// <param name="p_2"></param>
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internal static bool RemoveObjectFromWorld2(object pWorld, object pBody)
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{
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DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
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RigidBody body = pBody as RigidBody;
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world.RemoveRigidBody(body);
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return true;
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}
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internal static void SetRestitution2(object pBody, float pRestitution)
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{
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RigidBody body = pBody as RigidBody;
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body.SetRestitution(pRestitution);
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}
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internal static void SetMargin2(object pShape, float pMargin)
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{
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CollisionShape shape = pShape as CollisionShape;
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shape.SetMargin(pMargin);
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}
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internal static void SetLocalScaling2(object pShape, Vector3 pScale)
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{
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CollisionShape shape = pShape as CollisionShape;
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IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z);
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shape.SetLocalScaling(ref vec);
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}
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internal static void SetContactProcessingThreshold2(object pBody, float contactprocessingthreshold)
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{
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RigidBody body = pBody as RigidBody;
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body.SetContactProcessingThreshold(contactprocessingthreshold);
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}
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internal static void SetCcdMotionThreshold2(object pBody, float pccdMotionThreashold)
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{
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RigidBody body = pBody as RigidBody;
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body.SetCcdMotionThreshold(pccdMotionThreashold);
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}
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internal static void SetCcdSweptSphereRadius2(object pBody, float pCcdSweptSphereRadius)
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{
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RigidBody body = pBody as RigidBody;
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body.SetCcdSweptSphereRadius(pCcdSweptSphereRadius);
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}
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internal static void SetAngularFactorV2(object pBody, Vector3 pAngularFactor)
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{
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RigidBody body = pBody as RigidBody;
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body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z));
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}
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internal static CollisionFlags AddToCollisionFlags2(object pBody, CollisionFlags pcollisionFlags)
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{
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CollisionObject body = pBody as CollisionObject;
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CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags();
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existingcollisionFlags |= pcollisionFlags;
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body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
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return (CollisionFlags) (uint) existingcollisionFlags;
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}
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internal static void AddObjectToWorld2(object pWorld, object pBody)
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{
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RigidBody body = pBody as RigidBody;
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DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
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//if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE))
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world.AddRigidBody(body);
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//if (body.GetBroadphaseHandle() != null)
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// world.UpdateSingleAabb(body);
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}
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internal static void AddObjectToWorld2(object pWorld, object pBody, Vector3 _position, Quaternion _orientation)
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{
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RigidBody body = pBody as RigidBody;
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DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
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//if (!(body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE && body.GetCollisionShape().GetShapeType() == BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE))
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world.AddRigidBody(body);
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IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z);
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IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z,
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_orientation.W);
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IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion);
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mat._origin = vposition;
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body.SetWorldTransform(mat);
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//if (body.GetBroadphaseHandle() != null)
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// world.UpdateSingleAabb(body);
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}
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internal static void ForceActivationState2(object pBody, ActivationState pActivationState)
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{
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CollisionObject body = pBody as CollisionObject;
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body.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState);
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}
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internal static void UpdateSingleAabb2(object pWorld, object pBody)
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{
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CollisionObject body = pBody as CollisionObject;
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DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
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world.UpdateSingleAabb(body);
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}
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internal static bool SetCollisionGroupMask2(object pBody, uint pGroup, uint pMask)
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{
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RigidBody body = pBody as RigidBody;
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body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
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body.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
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if ((uint) body.GetBroadphaseHandle().m_collisionFilterGroup == 0)
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return false;
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return true;
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}
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internal static void ClearAllForces2(object pBody)
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{
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CollisionObject body = pBody as CollisionObject;
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IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0);
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body.SetInterpolationLinearVelocity(ref zeroVector);
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body.SetInterpolationAngularVelocity(ref zeroVector);
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IndexedMatrix bodytransform = body.GetWorldTransform();
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body.SetInterpolationWorldTransform(ref bodytransform);
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if (body is RigidBody)
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{
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RigidBody rigidbody = body as RigidBody;
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rigidbody.SetLinearVelocity(zeroVector);
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rigidbody.SetAngularVelocity(zeroVector);
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rigidbody.ClearForces();
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}
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}
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internal static void SetInterpolationAngularVelocity2(object pBody, Vector3 pVector3)
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{
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RigidBody body = pBody as RigidBody;
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IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
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body.SetInterpolationAngularVelocity(ref vec);
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}
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internal static void SetAngularVelocity2(object pBody, Vector3 pVector3)
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{
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RigidBody body = pBody as RigidBody;
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IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
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body.SetAngularVelocity(ref vec);
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}
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internal static void ClearForces2(object pBody)
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{
|
|
RigidBody body = pBody as RigidBody;
|
|
body.ClearForces();
|
|
}
|
|
|
|
internal static void SetTranslation2(object pBody, Vector3 _position, Quaternion _orientation)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z);
|
|
IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z,
|
|
_orientation.W);
|
|
IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion);
|
|
mat._origin = vposition;
|
|
body.SetWorldTransform(mat);
|
|
|
|
}
|
|
|
|
internal static Vector3 GetPosition2(object pBody)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 pos = body.GetInterpolationWorldTransform()._origin;
|
|
return new Vector3(pos.X, pos.Y, pos.Z);
|
|
}
|
|
|
|
internal static Vector3 CalculateLocalInertia2(object pShape, float pphysMass)
|
|
{
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
IndexedVector3 inertia = IndexedVector3.Zero;
|
|
shape.CalculateLocalInertia(pphysMass, out inertia);
|
|
return new Vector3(inertia.X, inertia.Y, inertia.Z);
|
|
}
|
|
|
|
internal static void SetMassProps2(object pBody, float pphysMass, Vector3 plocalInertia)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z);
|
|
body.SetMassProps(pphysMass, inertia);
|
|
}
|
|
|
|
|
|
internal static void SetObjectForce2(object pBody, Vector3 _force)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z);
|
|
body.SetTotalForce(ref force);
|
|
}
|
|
|
|
internal static void SetFriction2(object pBody, float _currentFriction)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
body.SetFriction(_currentFriction);
|
|
}
|
|
|
|
internal static void SetLinearVelocity2(object pBody, Vector3 _velocity)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z);
|
|
body.SetLinearVelocity(velocity);
|
|
}
|
|
|
|
internal static void Activate2(object pBody, bool pforceactivation)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
body.Activate(pforceactivation);
|
|
|
|
}
|
|
|
|
internal static Quaternion GetOrientation2(object pBody)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedQuaternion mat = body.GetInterpolationWorldTransform().GetRotation();
|
|
return new Quaternion(mat.X, mat.Y, mat.Z, mat.W);
|
|
}
|
|
|
|
internal static CollisionFlags RemoveFromCollisionFlags2(object pBody, CollisionFlags pcollisionFlags)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)body.GetCollisionFlags();
|
|
existingcollisionFlags &= ~pcollisionFlags;
|
|
body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
|
|
return (CollisionFlags)(uint)existingcollisionFlags;
|
|
}
|
|
|
|
internal static void SetGravity2(object pBody, Vector3 pGravity)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z);
|
|
body.SetGravity(gravity);
|
|
}
|
|
|
|
internal static bool DestroyConstraint2(object pBody, object pConstraint)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
TypedConstraint constraint = pConstraint as TypedConstraint;
|
|
body.RemoveConstraintRef(constraint);
|
|
return true;
|
|
}
|
|
|
|
internal static bool SetLinearLimits2(object pConstraint, Vector3 low, Vector3 high)
|
|
{
|
|
Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint;
|
|
IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z);
|
|
IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z);
|
|
constraint.SetLinearLowerLimit(lowlimit);
|
|
constraint.SetLinearUpperLimit(highlimit);
|
|
return true;
|
|
}
|
|
|
|
internal static bool SetAngularLimits2(object pConstraint, Vector3 low, Vector3 high)
|
|
{
|
|
Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint;
|
|
IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z);
|
|
IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z);
|
|
constraint.SetAngularLowerLimit(lowlimit);
|
|
constraint.SetAngularUpperLimit(highlimit);
|
|
return true;
|
|
}
|
|
|
|
internal static void SetConstraintNumSolverIterations2(object pConstraint, float cnt)
|
|
{
|
|
Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint;
|
|
constraint.SetOverrideNumSolverIterations((int)cnt);
|
|
}
|
|
|
|
internal static void CalculateTransforms2(object pConstraint)
|
|
{
|
|
Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint;
|
|
constraint.CalculateTransforms();
|
|
}
|
|
|
|
internal static void SetConstraintEnable2(object pConstraint, float p_2)
|
|
{
|
|
Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint;
|
|
constraint.SetEnabled((p_2 == 0) ? false : true);
|
|
}
|
|
|
|
|
|
//BulletSimAPI.Create6DofConstraint2(m_world.ptr, m_body1.ptr, m_body2.ptr,frame1, frame1rot,frame2, frame2rot,useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies));
|
|
internal static object Create6DofConstraint2(object pWorld, object pBody1, object pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
|
|
|
|
{
|
|
DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
|
|
RigidBody body1 = pBody1 as RigidBody;
|
|
RigidBody body2 = pBody2 as RigidBody;
|
|
IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
|
|
IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
|
|
IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
|
|
frame1._origin = frame1v;
|
|
|
|
IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
|
|
IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
|
|
IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
|
|
frame2._origin = frame1v;
|
|
|
|
Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2,
|
|
puseLinearReferenceFrameA);
|
|
consttr.CalculateTransforms();
|
|
world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies);
|
|
|
|
return consttr;
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
///
|
|
/// </summary>
|
|
/// <param name="pWorld"></param>
|
|
/// <param name="pBody1"></param>
|
|
/// <param name="pBody2"></param>
|
|
/// <param name="pjoinPoint"></param>
|
|
/// <param name="puseLinearReferenceFrameA"></param>
|
|
/// <param name="pdisableCollisionsBetweenLinkedBodies"></param>
|
|
/// <returns></returns>
|
|
internal static object Create6DofConstraintToPoint2(object pWorld, object pBody1, object pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
|
|
{
|
|
DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
|
|
RigidBody body1 = pBody1 as RigidBody;
|
|
RigidBody body2 = pBody2 as RigidBody;
|
|
IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0));
|
|
IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0));
|
|
|
|
IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z);
|
|
IndexedMatrix mat = IndexedMatrix.Identity;
|
|
mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z);
|
|
frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint;
|
|
frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint;
|
|
|
|
Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
|
|
consttr.CalculateTransforms();
|
|
world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies);
|
|
|
|
return consttr;
|
|
}
|
|
//SetFrames2(m_constraint.ptr, frameA, frameArot, frameB, frameBrot);
|
|
internal static void SetFrames2(object pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot)
|
|
{
|
|
Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint;
|
|
IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
|
|
IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
|
|
IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
|
|
frame1._origin = frame1v;
|
|
|
|
IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
|
|
IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
|
|
IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
|
|
frame2._origin = frame1v;
|
|
constraint.SetFrames(ref frame1, ref frame2);
|
|
}
|
|
|
|
|
|
|
|
|
|
internal static bool IsInWorld2(object pWorld, object pShapeObj)
|
|
{
|
|
DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
|
|
CollisionObject shape = pShapeObj as CollisionObject;
|
|
return world.IsInWorld(shape);
|
|
}
|
|
|
|
internal static void SetInterpolationLinearVelocity2(object pBody, Vector3 VehicleVelocity)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z);
|
|
body.SetInterpolationLinearVelocity(ref velocity);
|
|
}
|
|
|
|
internal static bool UseFrameOffset2(object pConstraint, float onOff)
|
|
{
|
|
Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint;
|
|
constraint.SetUseFrameOffset((onOff == 0) ? false : true);
|
|
return true;
|
|
}
|
|
//SetBreakingImpulseThreshold2(m_constraint.ptr, threshold);
|
|
internal static bool SetBreakingImpulseThreshold2(object pConstraint, float threshold)
|
|
{
|
|
Generic6DofConstraint constraint = pConstraint as Generic6DofConstraint;
|
|
constraint.SetBreakingImpulseThreshold(threshold);
|
|
return true;
|
|
}
|
|
//BulletSimAPI.SetAngularDamping2(Prim.PhysBody.ptr, angularDamping);
|
|
internal static void SetAngularDamping2(object pBody, float angularDamping)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
float lineardamping = body.GetLinearDamping();
|
|
body.SetDamping(lineardamping, angularDamping);
|
|
|
|
}
|
|
|
|
internal static void UpdateInertiaTensor2(object pBody)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
body.UpdateInertiaTensor();
|
|
}
|
|
|
|
internal static void RecalculateCompoundShapeLocalAabb2( object pCompoundShape)
|
|
{
|
|
|
|
CompoundShape shape = pCompoundShape as CompoundShape;
|
|
shape.RecalculateLocalAabb();
|
|
}
|
|
|
|
//BulletSimAPI.GetCollisionFlags2(PhysBody.ptr)
|
|
internal static CollisionFlags GetCollisionFlags2(object pBody)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
uint flags = (uint)body.GetCollisionFlags();
|
|
return (CollisionFlags) flags;
|
|
}
|
|
|
|
internal static void SetDamping2(object pBody, float pLinear, float pAngular)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
body.SetDamping(pLinear, pAngular);
|
|
}
|
|
//PhysBody.ptr, PhysicsScene.Params.deactivationTime);
|
|
internal static void SetDeactivationTime2(object pBody, float pDeactivationTime)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
body.SetDeactivationTime(pDeactivationTime);
|
|
}
|
|
//SetSleepingThresholds2(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
|
|
internal static void SetSleepingThresholds2(object pBody, float plinearSleepingThreshold, float pangularSleepingThreshold)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold);
|
|
}
|
|
|
|
internal static CollisionObjectTypes GetBodyType2(object pBody)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
return (CollisionObjectTypes)(int) body.GetInternalType();
|
|
}
|
|
|
|
//BulletSimAPI.ApplyCentralForce2(PhysBody.ptr, fSum);
|
|
internal static void ApplyCentralForce2(object pBody, Vector3 pfSum)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
|
|
body.ApplyCentralForce(ref fSum);
|
|
}
|
|
internal static void ApplyCentralImpulse2(object pBody, Vector3 pfSum)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
|
|
body.ApplyCentralImpulse(ref fSum);
|
|
}
|
|
internal static void ApplyTorque2(object pBody, Vector3 pfSum)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
|
|
body.ApplyTorque(ref fSum);
|
|
}
|
|
internal static void ApplyTorqueImpulse2(object pBody, Vector3 pfSum)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
|
|
body.ApplyTorqueImpulse(ref fSum);
|
|
}
|
|
|
|
internal static void DumpRigidBody2(object p, object p_2)
|
|
{
|
|
//TODO:
|
|
}
|
|
|
|
internal static void DumpCollisionShape2(object p, object p_2)
|
|
{
|
|
//TODO:
|
|
}
|
|
|
|
internal static void DestroyObject2(object p, object p_2)
|
|
{
|
|
//TODO:
|
|
}
|
|
|
|
internal static void Shutdown2(object pWorld)
|
|
{
|
|
DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
|
|
world.Cleanup();
|
|
}
|
|
|
|
internal static void DeleteCollisionShape2(object p, object p_2)
|
|
{
|
|
//TODO:
|
|
}
|
|
//(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation);
|
|
|
|
internal static object CreateBodyFromShape2(object pWorld, object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
|
|
{
|
|
CollisionWorld world = pWorld as CollisionWorld;
|
|
IndexedMatrix mat =
|
|
IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y,
|
|
pRawOrientation.Z, pRawOrientation.W));
|
|
mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
//UpdateSingleAabb2(world, shape);
|
|
// TODO: Feed Update array into null
|
|
RigidBody body = new RigidBody(0,new SimMotionState(world,pLocalID,mat,null),shape,IndexedVector3.Zero);
|
|
|
|
body.SetUserPointer(pLocalID);
|
|
return body;
|
|
}
|
|
|
|
|
|
internal static object CreateBodyWithDefaultMotionState2( object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
|
|
{
|
|
|
|
IndexedMatrix mat =
|
|
IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y,
|
|
pRawOrientation.Z, pRawOrientation.W));
|
|
mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
|
|
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
|
|
// TODO: Feed Update array into null
|
|
RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero);
|
|
body.SetWorldTransform(mat);
|
|
body.SetUserPointer(pLocalID);
|
|
return body;
|
|
}
|
|
//(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
|
|
internal static void SetCollisionFlags2(object pBody, CollisionFlags collisionFlags)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
body.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags);
|
|
}
|
|
//(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
|
|
internal static void SetHitFraction2(object pBody, float pHitFraction)
|
|
{
|
|
RigidBody body = pBody as RigidBody;
|
|
body.SetHitFraction(pHitFraction);
|
|
}
|
|
//BuildCapsuleShape2(physicsScene.World.ptr, 1f, 1f, prim.Scale);
|
|
internal static object BuildCapsuleShape2(object pWorld, float pRadius, float pHeight, Vector3 pScale)
|
|
{
|
|
DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
|
|
IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z);
|
|
CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight);
|
|
capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin);
|
|
capsuleShapeZ.SetLocalScaling(ref scale);
|
|
|
|
return capsuleShapeZ;
|
|
}
|
|
|
|
public static object Initialize2(Vector3 worldExtent, ConfigurationParameters[] o, int mMaxCollisionsPerFrame, ref List<BulletXNA.CollisionDesc> collisionArray, int mMaxUpdatesPerFrame, ref List<BulletXNA.EntityProperties> updateArray, object mDebugLogCallbackHandle)
|
|
{
|
|
CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
|
|
|
|
p.angularDamping = o[0].XangularDamping;
|
|
p.defaultFriction = o[0].defaultFriction;
|
|
p.defaultFriction = o[0].defaultFriction;
|
|
p.defaultDensity = o[0].defaultDensity;
|
|
p.defaultRestitution = o[0].defaultRestitution;
|
|
p.collisionMargin = o[0].collisionMargin;
|
|
p.gravity = o[0].gravity;
|
|
|
|
p.linearDamping = o[0].XlinearDamping;
|
|
p.angularDamping = o[0].XangularDamping;
|
|
p.deactivationTime = o[0].XdeactivationTime;
|
|
p.linearSleepingThreshold = o[0].XlinearSleepingThreshold;
|
|
p.angularSleepingThreshold = o[0].XangularSleepingThreshold;
|
|
p.ccdMotionThreshold = o[0].XccdMotionThreshold;
|
|
p.ccdSweptSphereRadius = o[0].XccdSweptSphereRadius;
|
|
p.contactProcessingThreshold = o[0].XcontactProcessingThreshold;
|
|
|
|
p.terrainImplementation = o[0].XterrainImplementation;
|
|
p.terrainFriction = o[0].XterrainFriction;
|
|
|
|
p.terrainHitFraction = o[0].XterrainHitFraction;
|
|
p.terrainRestitution = o[0].XterrainRestitution;
|
|
p.terrainCollisionMargin = o[0].XterrainCollisionMargin;
|
|
|
|
p.avatarFriction = o[0].XavatarFriction;
|
|
p.avatarStandingFriction = o[0].XavatarStandingFriction;
|
|
p.avatarDensity = o[0].XavatarDensity;
|
|
p.avatarRestitution = o[0].XavatarRestitution;
|
|
p.avatarCapsuleWidth = o[0].XavatarCapsuleWidth;
|
|
p.avatarCapsuleDepth = o[0].XavatarCapsuleDepth;
|
|
p.avatarCapsuleHeight = o[0].XavatarCapsuleHeight;
|
|
p.avatarContactProcessingThreshold = o[0].XavatarContactProcessingThreshold;
|
|
|
|
p.vehicleAngularDamping = o[0].XvehicleAngularDamping;
|
|
|
|
p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
|
|
p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
|
|
p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation;
|
|
p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs;
|
|
p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder;
|
|
p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands;
|
|
p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching;
|
|
p.numberOfSolverIterations = o[0].numberOfSolverIterations;
|
|
|
|
p.linksetImplementation = o[0].XlinksetImplementation;
|
|
p.linkConstraintUseFrameOffset = o[0].XlinkConstraintUseFrameOffset;
|
|
p.linkConstraintEnableTransMotor = o[0].XlinkConstraintEnableTransMotor;
|
|
p.linkConstraintTransMotorMaxVel = o[0].XlinkConstraintTransMotorMaxVel;
|
|
p.linkConstraintTransMotorMaxForce = o[0].XlinkConstraintTransMotorMaxForce;
|
|
p.linkConstraintERP = o[0].XlinkConstraintERP;
|
|
p.linkConstraintCFM = o[0].XlinkConstraintCFM;
|
|
p.linkConstraintSolverIterations = o[0].XlinkConstraintSolverIterations;
|
|
p.physicsLoggingFrames = o[0].physicsLoggingFrames;
|
|
DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();
|
|
|
|
DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
|
|
CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci);
|
|
|
|
|
|
if (p.maxPersistantManifoldPoolSize > 0)
|
|
cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize;
|
|
if (p.shouldDisableContactPoolDynamicAllocation !=0)
|
|
m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
|
|
//if (p.maxCollisionAlgorithmPoolSize >0 )
|
|
|
|
DbvtBroadphase m_broadphase = new DbvtBroadphase();
|
|
//IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0);
|
|
//IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256);
|
|
|
|
//AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true);
|
|
m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());
|
|
|
|
SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver();
|
|
|
|
DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci);
|
|
world.UpdatedObjects = updateArray;
|
|
world.UpdatedCollisions = collisionArray;
|
|
world.WorldSettings.Params = p;
|
|
world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0);
|
|
world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD;
|
|
if (p.shouldRandomizeSolverOrder != 0)
|
|
world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER;
|
|
|
|
world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0);
|
|
//world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port
|
|
|
|
if (p.shouldEnableFrictionCaching != 0)
|
|
world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;
|
|
|
|
if (p.numberOfSolverIterations > 0)
|
|
world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations;
|
|
|
|
|
|
world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping;
|
|
world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution;
|
|
world.GetSolverInfo().m_globalCfm = 0.0f;
|
|
world.GetSolverInfo().m_tau = 0.6f;
|
|
world.GetSolverInfo().m_friction = 0.3f;
|
|
world.GetSolverInfo().m_maxErrorReduction = 20f;
|
|
world.GetSolverInfo().m_numIterations = 10;
|
|
world.GetSolverInfo().m_erp = 0.2f;
|
|
world.GetSolverInfo().m_erp2 = 0.1f;
|
|
world.GetSolverInfo().m_sor = 1.0f;
|
|
world.GetSolverInfo().m_splitImpulse = false;
|
|
world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f;
|
|
world.GetSolverInfo().m_linearSlop = 0.0f;
|
|
world.GetSolverInfo().m_warmstartingFactor = 0.85f;
|
|
world.GetSolverInfo().m_restingContactRestitutionThreshold = 2;
|
|
world.SetForceUpdateAllAabbs(true);
|
|
|
|
|
|
world.SetGravity(new IndexedVector3(0,0,p.gravity));
|
|
|
|
return world;
|
|
}
|
|
//m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL
|
|
internal static bool SetConstraintParam2(object pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis)
|
|
{
|
|
Generic6DofConstraint constrain = pConstraint as Generic6DofConstraint;
|
|
if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL)
|
|
{
|
|
constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0);
|
|
constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1);
|
|
constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2);
|
|
}
|
|
if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL)
|
|
{
|
|
constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3);
|
|
constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4);
|
|
constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5);
|
|
}
|
|
if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL)
|
|
{
|
|
constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis);
|
|
}
|
|
return true;
|
|
}
|
|
|
|
internal static bool PushUpdate2(object pCollisionObject)
|
|
{
|
|
bool ret = false;
|
|
RigidBody rb = pCollisionObject as RigidBody;
|
|
if (rb != null)
|
|
{
|
|
SimMotionState sms = rb.GetMotionState() as SimMotionState;
|
|
if (sms != null)
|
|
{
|
|
IndexedMatrix wt = IndexedMatrix.Identity;
|
|
sms.GetWorldTransform(out wt);
|
|
sms.SetWorldTransform(ref wt, true);
|
|
ret = true;
|
|
}
|
|
}
|
|
return ret;
|
|
|
|
}
|
|
|
|
internal static bool IsCompound2(object pShape)
|
|
{
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
return shape.IsCompound();
|
|
}
|
|
internal static bool IsPloyhedral2(object pShape)
|
|
{
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
return shape.IsPolyhedral();
|
|
}
|
|
internal static bool IsConvex2d2(object pShape)
|
|
{
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
return shape.IsConvex2d();
|
|
}
|
|
internal static bool IsConvex2(object pShape)
|
|
{
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
return shape.IsConvex();
|
|
}
|
|
internal static bool IsNonMoving2(object pShape)
|
|
{
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
return shape.IsNonMoving();
|
|
}
|
|
internal static bool IsConcave2(object pShape)
|
|
{
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
return shape.IsConcave();
|
|
}
|
|
internal static bool IsInfinite2(object pShape)
|
|
{
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
return shape.IsInfinite();
|
|
}
|
|
internal static bool IsNativeShape2(object pShape)
|
|
{
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
bool ret;
|
|
switch (shape.GetShapeType())
|
|
{
|
|
case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE:
|
|
case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE:
|
|
case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE:
|
|
case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE:
|
|
ret = true;
|
|
break;
|
|
default:
|
|
ret = false;
|
|
break;
|
|
}
|
|
return ret;
|
|
}
|
|
//sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation
|
|
internal static object CreateGhostFromShape2(object pWorld, object pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
|
|
{
|
|
IndexedMatrix bodyTransform = new IndexedMatrix();
|
|
bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
|
|
bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W));
|
|
GhostObject gObj = new PairCachingGhostObject();
|
|
gObj.SetWorldTransform(bodyTransform);
|
|
CollisionShape shape = pShape as CollisionShape;
|
|
gObj.SetCollisionShape(shape);
|
|
gObj.SetUserPointer(pLocalID);
|
|
// TODO: Add to Special CollisionObjects!
|
|
return gObj;
|
|
}
|
|
|
|
public static void SetCollisionShape2(object pWorld, object pObj, object pShape)
|
|
{
|
|
var world = pWorld as DiscreteDynamicsWorld;
|
|
var obj = pObj as CollisionObject;
|
|
var shape = pShape as CollisionShape;
|
|
obj.SetCollisionShape(shape);
|
|
|
|
}
|
|
//(PhysicsScene.World.ptr, nativeShapeData)
|
|
internal static object BuildNativeShape2(object pWorld, ShapeData pShapeData)
|
|
{
|
|
var world = pWorld as DiscreteDynamicsWorld;
|
|
CollisionShape shape = null;
|
|
switch (pShapeData.Type)
|
|
{
|
|
case BSPhysicsShapeType.SHAPE_BOX:
|
|
shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f));
|
|
break;
|
|
case BSPhysicsShapeType.SHAPE_CONE:
|
|
shape = new ConeShapeZ(0.5f, 1.0f);
|
|
break;
|
|
case BSPhysicsShapeType.SHAPE_CYLINDER:
|
|
shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f));
|
|
break;
|
|
case BSPhysicsShapeType.SHAPE_SPHERE:
|
|
shape = new SphereShape(0.5f);
|
|
break;
|
|
|
|
}
|
|
if (shape != null)
|
|
{
|
|
IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z);
|
|
shape.SetMargin(world.WorldSettings.Params.collisionMargin);
|
|
shape.SetLocalScaling(ref scaling);
|
|
|
|
}
|
|
return shape;
|
|
}
|
|
//PhysicsScene.World.ptr, false
|
|
internal static object CreateCompoundShape2(object pWorld, bool enableDynamicAabbTree)
|
|
{
|
|
return new CompoundShape(enableDynamicAabbTree);
|
|
}
|
|
|
|
internal static int GetNumberOfCompoundChildren2(object pCompoundShape)
|
|
{
|
|
var compoundshape = pCompoundShape as CompoundShape;
|
|
return compoundshape.GetNumChildShapes();
|
|
}
|
|
//LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot
|
|
internal static void AddChildShapeToCompoundShape2(object pCShape, object paddShape, Vector3 displacementPos, Quaternion displacementRot)
|
|
{
|
|
IndexedMatrix relativeTransform = new IndexedMatrix();
|
|
var compoundshape = pCShape as CompoundShape;
|
|
var addshape = paddShape as CollisionShape;
|
|
|
|
relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z);
|
|
relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W));
|
|
compoundshape.AddChildShape(ref relativeTransform, addshape);
|
|
|
|
}
|
|
|
|
internal static object RemoveChildShapeFromCompoundShapeIndex2(object pCShape, int pii)
|
|
{
|
|
var compoundshape = pCShape as CompoundShape;
|
|
CollisionShape ret = null;
|
|
ret = compoundshape.GetChildShape(pii);
|
|
compoundshape.RemoveChildShapeByIndex(pii);
|
|
return ret;
|
|
}
|
|
|
|
internal static object CreateGroundPlaneShape2(uint pLocalId, float pheight, float pcollisionMargin)
|
|
{
|
|
StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight );
|
|
m_planeshape.SetMargin(pcollisionMargin);
|
|
m_planeshape.SetUserPointer(pLocalId);
|
|
return m_planeshape;
|
|
}
|
|
|
|
internal static object CreateHingeConstraint2(object pWorld, object pBody1, object ppBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
|
|
{
|
|
HingeConstraint constrain = null;
|
|
var rb1 = pBody1 as RigidBody;
|
|
var rb2 = ppBody2 as RigidBody;
|
|
if (rb1 != null && rb2 != null)
|
|
{
|
|
IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z);
|
|
IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z);
|
|
IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z);
|
|
IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z);
|
|
var world = pWorld as DiscreteDynamicsWorld;
|
|
world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
|
|
}
|
|
return constrain;
|
|
}
|
|
|
|
internal static bool ReleaseHeightMapInfo2(object pMapInfo)
|
|
{
|
|
if (pMapInfo != null)
|
|
{
|
|
BulletHeightMapInfo mapinfo = pMapInfo as BulletHeightMapInfo;
|
|
if (mapinfo.heightMap != null)
|
|
mapinfo.heightMap = null;
|
|
|
|
|
|
}
|
|
return true;
|
|
}
|
|
|
|
internal static object CreateHullShape2(object pWorld, int pHullCount, float[] pConvHulls)
|
|
{
|
|
CompoundShape compoundshape = new CompoundShape(false);
|
|
var world = pWorld as DiscreteDynamicsWorld;
|
|
|
|
|
|
compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin);
|
|
int ii = 1;
|
|
|
|
for (int i = 0; i < pHullCount; i++)
|
|
{
|
|
int vertexCount = (int) pConvHulls[ii];
|
|
|
|
IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]);
|
|
IndexedMatrix childTrans = IndexedMatrix.Identity;
|
|
childTrans._origin = centroid;
|
|
|
|
List<IndexedVector3> virts = new List<IndexedVector3>();
|
|
int ender = ((ii + 4) + (vertexCount*3));
|
|
for (int iii = ii + 4; iii < ender; iii+=3)
|
|
{
|
|
|
|
virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2]));
|
|
}
|
|
ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount);
|
|
convexShape.SetMargin(world.WorldSettings.Params.collisionMargin);
|
|
compoundshape.AddChildShape(ref childTrans, convexShape);
|
|
ii += (vertexCount*3 + 4);
|
|
}
|
|
|
|
|
|
return compoundshape;
|
|
}
|
|
|
|
internal static object CreateMeshShape2(object pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
|
|
{
|
|
//DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount);
|
|
|
|
for (int iter = 0; iter < pVerticesCount; iter++)
|
|
{
|
|
if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0;
|
|
if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0;
|
|
}
|
|
|
|
ObjectArray<int> indicesarr = new ObjectArray<int>(indices);
|
|
ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats);
|
|
DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount);
|
|
var world = pWorld as DiscreteDynamicsWorld;
|
|
IndexedMesh mesh = new IndexedMesh();
|
|
mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
|
|
mesh.m_numTriangles = pIndicesCount/3;
|
|
mesh.m_numVertices = pVerticesCount;
|
|
mesh.m_triangleIndexBase = indicesarr;
|
|
mesh.m_vertexBase = vertices;
|
|
mesh.m_vertexStride = 3;
|
|
mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
|
|
mesh.m_triangleIndexStride = 3;
|
|
|
|
TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
|
|
tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
|
|
BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true);
|
|
meshShape.SetMargin(world.WorldSettings.Params.collisionMargin);
|
|
// world.UpdateSingleAabb(meshShape);
|
|
return meshShape;
|
|
|
|
}
|
|
public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount )
|
|
{
|
|
|
|
String fileName = "objTest3.raw";
|
|
String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
|
|
StreamWriter sw = new StreamWriter(completePath);
|
|
IndexedMesh mesh = new IndexedMesh();
|
|
|
|
mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
|
|
mesh.m_numTriangles = pIndicesCount / 3;
|
|
mesh.m_numVertices = pVerticesCount;
|
|
mesh.m_triangleIndexBase = indices;
|
|
mesh.m_vertexBase = vertices;
|
|
mesh.m_vertexStride = 3;
|
|
mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
|
|
mesh.m_triangleIndexStride = 3;
|
|
|
|
TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
|
|
tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
|
|
|
|
|
|
|
|
for (int i = 0; i < pVerticesCount; i++)
|
|
{
|
|
|
|
string s = vertices[indices[i * 3]].ToString("0.0000");
|
|
s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
|
|
s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
|
|
|
|
sw.Write(s + "\n");
|
|
}
|
|
|
|
sw.Close();
|
|
}
|
|
public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount)
|
|
{
|
|
|
|
String fileName = "objTest6.raw";
|
|
String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
|
|
StreamWriter sw = new StreamWriter(completePath);
|
|
IndexedMesh mesh = new IndexedMesh();
|
|
|
|
mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
|
|
mesh.m_numTriangles = pIndicesCount / 3;
|
|
mesh.m_numVertices = pVerticesCount;
|
|
mesh.m_triangleIndexBase = indices;
|
|
mesh.m_vertexBase = vertices;
|
|
mesh.m_vertexStride = 3;
|
|
mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
|
|
mesh.m_triangleIndexStride = 3;
|
|
|
|
TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
|
|
tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
|
|
|
|
|
|
sw.WriteLine("Indices");
|
|
sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount));
|
|
for (int iter = 0; iter < indices.Length; iter++)
|
|
{
|
|
sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter]));
|
|
}
|
|
sw.WriteLine("VerticesFloats");
|
|
sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount));
|
|
for (int iter = 0; iter < vertices.Length; iter++)
|
|
{
|
|
sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000")));
|
|
}
|
|
|
|
// for (int i = 0; i < pVerticesCount; i++)
|
|
// {
|
|
//
|
|
// string s = vertices[indices[i * 3]].ToString("0.0000");
|
|
// s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
|
|
// s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
|
|
//
|
|
// sw.Write(s + "\n");
|
|
//}
|
|
|
|
sw.Close();
|
|
}
|
|
//PhysicsScene.World.ptr, m_mapInfo.ID, m_mapInfo.minCoords, m_mapInfo.maxCoords, m_mapInfo.heightMap, PhysicsScene.Params.terrainCollisionMargin
|
|
internal static object CreateHeightMapInfo2(object pWorld, uint pId, Vector3 pminCoords, Vector3 pmaxCoords, float[] pheightMap, float pCollisionMargin)
|
|
{
|
|
BulletHeightMapInfo mapInfo = new BulletHeightMapInfo(pId, pheightMap, null);
|
|
mapInfo.heightMap = null;
|
|
mapInfo.minCoords = pminCoords;
|
|
mapInfo.maxCoords = pmaxCoords;
|
|
mapInfo.sizeX = (int) (pmaxCoords.X - pminCoords.X);
|
|
mapInfo.sizeY = (int) (pmaxCoords.Y - pminCoords.Y);
|
|
mapInfo.ID = pId;
|
|
mapInfo.minZ = pminCoords.Z;
|
|
mapInfo.maxZ = pmaxCoords.Z;
|
|
mapInfo.collisionMargin = pCollisionMargin;
|
|
if (mapInfo.minZ == mapInfo.maxZ)
|
|
mapInfo.minZ -= 0.2f;
|
|
mapInfo.heightMap = pheightMap;
|
|
|
|
return mapInfo;
|
|
|
|
}
|
|
|
|
internal static object CreateTerrainShape2(object pMapInfo)
|
|
{
|
|
BulletHeightMapInfo mapinfo = pMapInfo as BulletHeightMapInfo;
|
|
const int upAxis = 2;
|
|
const float scaleFactor = 1.0f;
|
|
HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)mapinfo.sizeX, (int)mapinfo.sizeY,
|
|
mapinfo.heightMap, scaleFactor,
|
|
mapinfo.minZ, mapinfo.maxZ, upAxis,
|
|
false);
|
|
terrainShape.SetMargin(mapinfo.collisionMargin + 0.5f);
|
|
terrainShape.SetUseDiamondSubdivision(true);
|
|
terrainShape.SetUserPointer(mapinfo.ID);
|
|
return terrainShape;
|
|
}
|
|
|
|
internal static bool TranslationalLimitMotor2(object pConstraint, float ponOff, float targetVelocity, float maxMotorForce)
|
|
{
|
|
TypedConstraint tconstrain = pConstraint as TypedConstraint;
|
|
bool onOff = ponOff != 0;
|
|
bool ret = false;
|
|
|
|
switch (tconstrain.GetConstraintType())
|
|
{
|
|
case TypedConstraintType.D6_CONSTRAINT_TYPE:
|
|
Generic6DofConstraint constrain = pConstraint as Generic6DofConstraint;
|
|
constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff;
|
|
constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity;
|
|
constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce;
|
|
ret = true;
|
|
break;
|
|
}
|
|
|
|
|
|
return ret;
|
|
|
|
}
|
|
|
|
internal static int PhysicsStep2(object pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc>colliders)
|
|
{
|
|
int epic = PhysicsStepint2(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities,
|
|
out collidersCount, out colliders);
|
|
return epic;
|
|
}
|
|
|
|
private static int PhysicsStepint2(object pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount, out List<BulletXNA.EntityProperties> updatedEntities, out int collidersCount, out List<BulletXNA.CollisionDesc> colliders)
|
|
{
|
|
int numSimSteps = 0;
|
|
|
|
|
|
//if (updatedEntities is null)
|
|
// updatedEntities = new List<BulletXNA.EntityProperties>();
|
|
|
|
//if (colliders is null)
|
|
// colliders = new List<BulletXNA.CollisionDesc>();
|
|
|
|
|
|
if (pWorld is DiscreteDynamicsWorld)
|
|
{
|
|
DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
|
|
|
|
numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep);
|
|
int updates = 0;
|
|
|
|
updatedEntityCount = world.UpdatedObjects.Count;
|
|
updatedEntities = new List<BulletXNA.EntityProperties>(world.UpdatedObjects);
|
|
updatedEntityCount = updatedEntities.Count;
|
|
world.UpdatedObjects.Clear();
|
|
|
|
|
|
collidersCount = world.UpdatedCollisions.Count;
|
|
colliders = new List<BulletXNA.CollisionDesc>(world.UpdatedCollisions);
|
|
|
|
world.UpdatedCollisions.Clear();
|
|
m_collisionsThisFrame = 0;
|
|
int numManifolds = world.GetDispatcher().GetNumManifolds();
|
|
for (int j = 0; j < numManifolds; j++)
|
|
{
|
|
PersistentManifold contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j);
|
|
int numContacts = contactManifold.GetNumContacts();
|
|
if (numContacts == 0)
|
|
continue;
|
|
|
|
CollisionObject objA = contactManifold.GetBody0() as CollisionObject;
|
|
CollisionObject objB = contactManifold.GetBody1() as CollisionObject;
|
|
|
|
ManifoldPoint manifoldPoint = contactManifold.GetContactPoint(0);
|
|
IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB();
|
|
IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A
|
|
|
|
RecordCollision(world, objA, objB, contactPoint, contactNormal);
|
|
m_collisionsThisFrame ++;
|
|
if (m_collisionsThisFrame >= 9999999)
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
else
|
|
{
|
|
//if (updatedEntities is null)
|
|
updatedEntities = new List<BulletXNA.EntityProperties>();
|
|
updatedEntityCount = 0;
|
|
//if (colliders is null)
|
|
colliders = new List<BulletXNA.CollisionDesc>();
|
|
collidersCount = 0;
|
|
}
|
|
return numSimSteps;
|
|
}
|
|
|
|
private static void RecordCollision(CollisionWorld world,CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm)
|
|
{
|
|
|
|
IndexedVector3 contactNormal = norm;
|
|
if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
|
|
(objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
|
|
{
|
|
return;
|
|
}
|
|
uint idA = (uint)objA.GetUserPointer();
|
|
uint idB = (uint)objB.GetUserPointer();
|
|
if (idA > idB)
|
|
{
|
|
uint temp = idA;
|
|
idA = idB;
|
|
idB = temp;
|
|
contactNormal = -contactNormal;
|
|
}
|
|
|
|
ulong collisionID = ((ulong) idA << 32) | idB;
|
|
|
|
BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc()
|
|
{
|
|
aID = idA,
|
|
bID = idB,
|
|
point = contact,
|
|
normal = contactNormal
|
|
};
|
|
world.UpdatedCollisions.Add(cDesc);
|
|
m_collisionsThisFrame++;
|
|
|
|
|
|
}
|
|
private static EntityProperties GetDebugProperties(object pWorld, object pBody)
|
|
{
|
|
EntityProperties ent = new EntityProperties();
|
|
DiscreteDynamicsWorld world = pWorld as DiscreteDynamicsWorld;
|
|
RigidBody body = pBody as RigidBody;
|
|
IndexedMatrix transform = body.GetWorldTransform();
|
|
IndexedVector3 LinearVelocity = body.GetInterpolationLinearVelocity();
|
|
IndexedVector3 AngularVelocity = body.GetInterpolationAngularVelocity();
|
|
IndexedQuaternion rotation = transform.GetRotation();
|
|
ent.Acceleration = Vector3.Zero;
|
|
ent.ID = (uint)body.GetUserPointer();
|
|
ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z);
|
|
ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W);
|
|
ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z);
|
|
ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z);
|
|
return ent;
|
|
|
|
|
|
}
|
|
|
|
|
|
internal static Vector3 GetLocalScaling2(object pBody)
|
|
{
|
|
CollisionShape shape = pBody as CollisionShape;
|
|
IndexedVector3 scale = shape.GetLocalScaling();
|
|
return new Vector3(scale.X,scale.Y,scale.Z);
|
|
}
|
|
|
|
internal static bool RayCastGround(object pWorld, Vector3 _RayOrigin, float pRayHeight, object NotMe)
|
|
{
|
|
DynamicsWorld world = pWorld as DynamicsWorld;
|
|
if (world != null)
|
|
{
|
|
if (NotMe is CollisionObject || NotMe is RigidBody)
|
|
{
|
|
CollisionObject AvoidBody = NotMe as CollisionObject;
|
|
|
|
IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z);
|
|
IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight);
|
|
using (
|
|
ClosestNotMeRayResultCallback rayCallback = new ClosestNotMeRayResultCallback(rOrigin,
|
|
rEnd, AvoidBody)
|
|
)
|
|
{
|
|
world.RayTest(ref rOrigin, ref rEnd, rayCallback);
|
|
if (rayCallback.HasHit())
|
|
{
|
|
IndexedVector3 hitLocation = rayCallback.m_hitPointWorld;
|
|
|
|
}
|
|
return rayCallback.HasHit();
|
|
}
|
|
}
|
|
}
|
|
return false;
|
|
}
|
|
}
|
|
}
|