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BSAPIXNA.cs
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27 using System;
28 using System.Collections.Generic;
29 using System.IO;
30 using System.Runtime.InteropServices;
31 using System.Text;
32 
33 using OpenSim.Framework;
34 
35 using OpenMetaverse;
36 
37 using BulletXNA;
38 using BulletXNA.LinearMath;
39 using BulletXNA.BulletCollision;
40 using BulletXNA.BulletDynamics;
41 using BulletXNA.BulletCollision.CollisionDispatch;
42 
43 namespace OpenSim.Region.PhysicsModule.BulletS
44 {
45 public sealed class BSAPIXNA : BSAPITemplate
46 {
47 private sealed class BulletWorldXNA : BulletWorld
48 {
49  public DiscreteDynamicsWorld world;
50  public BulletWorldXNA(uint id, BSScene physScene, DiscreteDynamicsWorld xx)
51  : base(id, physScene)
52  {
53  world = xx;
54  }
55 }
56 
57 private sealed class BulletBodyXNA : BulletBody
58 {
59  public CollisionObject body;
60  public RigidBody rigidBody { get { return RigidBody.Upcast(body); } }
61 
62  public BulletBodyXNA(uint id, CollisionObject xx)
63  : base(id)
64  {
65  body = xx;
66  }
67  public override bool HasPhysicalBody
68  {
69  get { return body != null; }
70  }
71  public override void Clear()
72  {
73  body = null;
74  }
75  public override string AddrString
76  {
77  get { return "XNARigidBody"; }
78  }
79 }
80 
81 private sealed class BulletShapeXNA : BulletShape
82 {
83  public CollisionShape shape;
84  public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ)
85  : base()
86  {
87  shape = xx;
88  shapeType = typ;
89  }
90  public override bool HasPhysicalShape
91  {
92  get { return shape != null; }
93  }
94  public override void Clear()
95  {
96  shape = null;
97  }
98  public override BulletShape Clone()
99  {
100  return new BulletShapeXNA(shape, shapeType);
101  }
102  public override bool ReferenceSame(BulletShape other)
103  {
104  BulletShapeXNA otheru = other as BulletShapeXNA;
105  return (otheru != null) && (this.shape == otheru.shape);
106 
107  }
108  public override string AddrString
109  {
110  get { return "XNACollisionShape"; }
111  }
112 }
113 private sealed class BulletConstraintXNA : BulletConstraint
114 {
115  public TypedConstraint constrain;
116  public BulletConstraintXNA(TypedConstraint xx) : base()
117  {
118  constrain = xx;
119  }
120 
121  public override void Clear()
122  {
123  constrain = null;
124  }
125  public override bool HasPhysicalConstraint { get { return constrain != null; } }
126 
127  // Used for log messages for a unique display of the memory/object allocated to this instance
128  public override string AddrString
129  {
130  get { return "XNAConstraint"; }
131  }
132 }
133  internal int m_maxCollisions;
134  internal CollisionDesc[] UpdatedCollisions;
135  internal int LastCollisionDesc = 0;
136  internal int m_maxUpdatesPerFrame;
137  internal int LastEntityProperty = 0;
138 
139  internal EntityProperties[] UpdatedObjects;
140  internal Dictionary<uint, GhostObject> specialCollisionObjects;
141 
142  private static int m_collisionsThisFrame;
143  private BSScene PhysicsScene { get; set; }
144 
145  public override string BulletEngineName { get { return "BulletXNA"; } }
146  public override string BulletEngineVersion { get; protected set; }
147 
148  public BSAPIXNA(string paramName, BSScene physScene)
149  {
150  PhysicsScene = physScene;
151  }
152 
158  public override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody)
159  {
160  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
161  RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
162  CollisionObject collisionObject = ((BulletBodyXNA)pBody).body;
163  if (body != null)
164  world.RemoveRigidBody(body);
165  else if (collisionObject != null)
166  world.RemoveCollisionObject(collisionObject);
167  else
168  return false;
169  return true;
170  }
171 
172  public override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody)
173  {
174  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
175  RigidBody body = ((BulletBodyXNA)pBody).rigidBody;
176  CollisionObject collisionObject = ((BulletBodyXNA)pBody).body;
177  if (body != null && collisionObject != null && collisionObject.GetBroadphaseHandle() != null)
178  {
179  world.RemoveCollisionObject(collisionObject);
180  world.AddCollisionObject(collisionObject);
181  }
182  return true;
183  }
184 
185  public override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)
186  {
187  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
188  TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
189  world.AddConstraint(constraint, pDisableCollisionsBetweenLinkedObjects);
190 
191  return true;
192 
193  }
194 
195  public override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint)
196  {
197  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
198  TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
199  world.RemoveConstraint(constraint);
200  return true;
201  }
202 
203  public override void SetRestitution(BulletBody pCollisionObject, float pRestitution)
204  {
205  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
206  collisionObject.SetRestitution(pRestitution);
207  }
208 
209  public override int GetShapeType(BulletShape pShape)
210  {
211  CollisionShape shape = (pShape as BulletShapeXNA).shape;
212  return (int)shape.GetShapeType();
213  }
214  public override void SetMargin(BulletShape pShape, float pMargin)
215  {
216  CollisionShape shape = (pShape as BulletShapeXNA).shape;
217  shape.SetMargin(pMargin);
218  }
219 
220  public override float GetMargin(BulletShape pShape)
221  {
222  CollisionShape shape = (pShape as BulletShapeXNA).shape;
223  return shape.GetMargin();
224  }
225 
226  public override void SetLocalScaling(BulletShape pShape, Vector3 pScale)
227  {
228  CollisionShape shape = (pShape as BulletShapeXNA).shape;
229  IndexedVector3 vec = new IndexedVector3(pScale.X, pScale.Y, pScale.Z);
230  shape.SetLocalScaling(ref vec);
231 
232  }
233 
234  public override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold)
235  {
236  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
237  collisionObject.SetContactProcessingThreshold(contactprocessingthreshold);
238  }
239 
240  public override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold)
241  {
242  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
243  collisionObject.SetCcdMotionThreshold(pccdMotionThreashold);
244  }
245 
246  public override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius)
247  {
248  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
249  collisionObject.SetCcdSweptSphereRadius(pCcdSweptSphereRadius);
250  }
251 
252  public override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor)
253  {
254  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
255  body.SetAngularFactor(new IndexedVector3(pAngularFactor.X, pAngularFactor.Y, pAngularFactor.Z));
256  }
257 
258  public override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
259  {
260  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
261  CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags();
262  existingcollisionFlags |= pcollisionFlags;
263  collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
264  return (CollisionFlags) (uint) existingcollisionFlags;
265  }
266 
267  public override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)
268  {
269  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
270  CollisionObject cbody = (pBody as BulletBodyXNA).body;
271  RigidBody rbody = cbody as RigidBody;
272 
273  // Bullet resets several variables when an object is added to the world. In particular,
274  // BulletXNA resets position and rotation. Gravity is also reset depending on the static/dynamic
275  // type. Of course, the collision flags in the broadphase proxy are initialized to default.
276  IndexedMatrix origPos = cbody.GetWorldTransform();
277  if (rbody != null)
278  {
279  IndexedVector3 origGrav = rbody.GetGravity();
280  world.AddRigidBody(rbody);
281  rbody.SetGravity(origGrav);
282  }
283  else
284  {
285  world.AddCollisionObject(cbody);
286  }
287  cbody.SetWorldTransform(origPos);
288 
289  pBody.ApplyCollisionMask(pWorld.physicsScene);
290 
291  //if (body.GetBroadphaseHandle() != null)
292  // world.UpdateSingleAabb(body);
293  return true;
294  }
295 
296  public override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState)
297  {
298  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
299  collisionObject.ForceActivationState((BulletXNA.BulletCollision.ActivationState)(uint)pActivationState);
300  }
301 
302  public override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject)
303  {
304  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
305  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
306  world.UpdateSingleAabb(collisionObject);
307  }
308 
309  public override void UpdateAabbs(BulletWorld pWorld) {
310  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
311  world.UpdateAabbs();
312  }
313  public override bool GetForceUpdateAllAabbs(BulletWorld pWorld) {
314  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
315  return world.GetForceUpdateAllAabbs();
316 
317  }
318  public override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce)
319  {
320  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
321  world.SetForceUpdateAllAabbs(pForce);
322  }
323 
324  public override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask)
325  {
326  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
327  collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
328  collisionObject.GetBroadphaseHandle().m_collisionFilterGroup = (BulletXNA.BulletCollision.CollisionFilterGroups) pGroup;
329  if ((uint) collisionObject.GetBroadphaseHandle().m_collisionFilterGroup == 0)
330  return false;
331  return true;
332  }
333 
334  public override void ClearAllForces(BulletBody pCollisionObject)
335  {
336  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
337  IndexedVector3 zeroVector = new IndexedVector3(0, 0, 0);
338  collisionObject.SetInterpolationLinearVelocity(ref zeroVector);
339  collisionObject.SetInterpolationAngularVelocity(ref zeroVector);
340  IndexedMatrix bodytransform = collisionObject.GetWorldTransform();
341 
342  collisionObject.SetInterpolationWorldTransform(ref bodytransform);
343 
344  if (collisionObject is RigidBody)
345  {
346  RigidBody rigidbody = collisionObject as RigidBody;
347  rigidbody.SetLinearVelocity(zeroVector);
348  rigidbody.SetAngularVelocity(zeroVector);
349  rigidbody.ClearForces();
350  }
351  }
352 
353  public override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3)
354  {
355  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
356  IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
357  collisionObject.SetInterpolationAngularVelocity(ref vec);
358  }
359 
360  public override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3)
361  {
362  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
363  IndexedVector3 vec = new IndexedVector3(pVector3.X, pVector3.Y, pVector3.Z);
364  body.SetAngularVelocity(ref vec);
365  }
366  public override Vector3 GetTotalForce(BulletBody pBody)
367  {
368  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
369  IndexedVector3 iv3 = body.GetTotalForce();
370  return new Vector3(iv3.X, iv3.Y, iv3.Z);
371  }
372  public override Vector3 GetTotalTorque(BulletBody pBody)
373  {
374  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
375  IndexedVector3 iv3 = body.GetTotalTorque();
376  return new Vector3(iv3.X, iv3.Y, iv3.Z);
377  }
378  public override Vector3 GetInvInertiaDiagLocal(BulletBody pBody)
379  {
380  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
381  IndexedVector3 iv3 = body.GetInvInertiaDiagLocal();
382  return new Vector3(iv3.X, iv3.Y, iv3.Z);
383  }
384  public override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert)
385  {
386  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
387  IndexedVector3 iv3 = new IndexedVector3(inert.X, inert.Y, inert.Z);
388  body.SetInvInertiaDiagLocal(ref iv3);
389  }
390  public override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos)
391  {
392  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
393  IndexedVector3 forceiv3 = new IndexedVector3(force.X, force.Y, force.Z);
394  IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z);
395  body.ApplyForce(ref forceiv3, ref posiv3);
396  }
397  public override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos)
398  {
399  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
400  IndexedVector3 impiv3 = new IndexedVector3(imp.X, imp.Y, imp.Z);
401  IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z);
402  body.ApplyImpulse(ref impiv3, ref posiv3);
403  }
404 
405  public override void ClearForces(BulletBody pBody)
406  {
407  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
408  body.ClearForces();
409  }
410 
411  public override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation)
412  {
413  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
414  IndexedVector3 vposition = new IndexedVector3(_position.X, _position.Y, _position.Z);
415  IndexedQuaternion vquaternion = new IndexedQuaternion(_orientation.X, _orientation.Y, _orientation.Z,
416  _orientation.W);
417  IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(vquaternion);
418  mat._origin = vposition;
419  collisionObject.SetWorldTransform(mat);
420 
421  }
422 
423  public override Vector3 GetPosition(BulletBody pCollisionObject)
424  {
425  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
426  IndexedVector3 pos = collisionObject.GetInterpolationWorldTransform()._origin;
427  return new Vector3(pos.X, pos.Y, pos.Z);
428  }
429 
430  public override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass)
431  {
432  CollisionShape shape = (pShape as BulletShapeXNA).shape;
433  IndexedVector3 inertia = IndexedVector3.Zero;
434  shape.CalculateLocalInertia(pphysMass, out inertia);
435  return new Vector3(inertia.X, inertia.Y, inertia.Z);
436  }
437 
438  public override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia)
439  {
440  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
441  if (body != null) // Can't set mass props on collision object.
442  {
443  IndexedVector3 inertia = new IndexedVector3(plocalInertia.X, plocalInertia.Y, plocalInertia.Z);
444  body.SetMassProps(pphysMass, inertia);
445  }
446  }
447 
448 
449  public override void SetObjectForce(BulletBody pBody, Vector3 _force)
450  {
451  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
452  IndexedVector3 force = new IndexedVector3(_force.X, _force.Y, _force.Z);
453  body.SetTotalForce(ref force);
454  }
455 
456  public override void SetFriction(BulletBody pCollisionObject, float _currentFriction)
457  {
458  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
459  collisionObject.SetFriction(_currentFriction);
460  }
461 
462  public override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity)
463  {
464  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
465  IndexedVector3 velocity = new IndexedVector3(_velocity.X, _velocity.Y, _velocity.Z);
466  body.SetLinearVelocity(velocity);
467  }
468 
469  public override void Activate(BulletBody pCollisionObject, bool pforceactivation)
470  {
471  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
472  collisionObject.Activate(pforceactivation);
473 
474  }
475 
476  public override Quaternion GetOrientation(BulletBody pCollisionObject)
477  {
478  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
479  IndexedQuaternion mat = collisionObject.GetInterpolationWorldTransform().GetRotation();
480  return new Quaternion(mat.X, mat.Y, mat.Z, mat.W);
481  }
482 
483  public override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
484  {
485  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
486  CollisionFlags existingcollisionFlags = (CollisionFlags)(uint)collisionObject.GetCollisionFlags();
487  existingcollisionFlags &= ~pcollisionFlags;
488  collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags)(uint)existingcollisionFlags);
489  return (CollisionFlags)(uint)existingcollisionFlags;
490  }
491 
492  public override float GetCcdMotionThreshold(BulletBody pCollisionObject)
493  {
494  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
495  return collisionObject.GetCcdSquareMotionThreshold();
496  }
497 
498  public override float GetCcdSweptSphereRadius(BulletBody pCollisionObject)
499  {
500  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
501  return collisionObject.GetCcdSweptSphereRadius();
502 
503  }
504 
505  public override IntPtr GetUserPointer(BulletBody pCollisionObject)
506  {
507  CollisionObject shape = (pCollisionObject as BulletBodyXNA).body;
508  return (IntPtr)shape.GetUserPointer();
509  }
510 
511  public override void SetUserPointer(BulletBody pCollisionObject, IntPtr val)
512  {
513  CollisionObject shape = (pCollisionObject as BulletBodyXNA).body;
514  shape.SetUserPointer(val);
515  }
516 
517  public override void SetGravity(BulletBody pBody, Vector3 pGravity)
518  {
519  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
520  if (body != null) // Can't set collisionobject.set gravity
521  {
522  IndexedVector3 gravity = new IndexedVector3(pGravity.X, pGravity.Y, pGravity.Z);
523  body.SetGravity(gravity);
524  }
525  }
526 
527  public override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint)
528  {
529  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
530  TypedConstraint constraint = (pConstraint as BulletConstraintXNA).constrain;
531  world.RemoveConstraint(constraint);
532  return true;
533  }
534 
535  public override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
536  {
537  Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
538  IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z);
539  IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z);
540  constraint.SetLinearLowerLimit(lowlimit);
541  constraint.SetLinearUpperLimit(highlimit);
542  return true;
543  }
544 
545  public override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
546  {
547  Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
548  IndexedVector3 lowlimit = new IndexedVector3(low.X, low.Y, low.Z);
549  IndexedVector3 highlimit = new IndexedVector3(high.X, high.Y, high.Z);
550  constraint.SetAngularLowerLimit(lowlimit);
551  constraint.SetAngularUpperLimit(highlimit);
552  return true;
553  }
554 
555  public override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt)
556  {
557  Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
558  constraint.SetOverrideNumSolverIterations((int)cnt);
559  }
560 
561  public override bool CalculateTransforms(BulletConstraint pConstraint)
562  {
563  Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
564  constraint.CalculateTransforms();
565  return true;
566  }
567 
568  public override void SetConstraintEnable(BulletConstraint pConstraint, float p_2)
569  {
570  Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
571  constraint.SetEnabled((p_2 == 0) ? false : true);
572  }
573 
574 
576  Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
577  bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
578 
579  {
580  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
581  RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
582  RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody;
583  IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
584  IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
585  IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
586  frame1._origin = frame1v;
587 
588  IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
589  IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
590  IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
591  frame2._origin = frame1v;
592 
593  Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2,
594  puseLinearReferenceFrameA);
595  consttr.CalculateTransforms();
596  world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies);
597 
598  return new BulletConstraintXNA(consttr);
599  }
600 
602  Vector3 pframe1, Quaternion pframe1rot,
603  bool pUseLinearReferenceFrameB, bool pdisableCollisionsBetweenLinkedBodies)
604  {
605  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
606  RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
607  IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
608  IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
609  IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
610  frame1._origin = frame1v;
611 
612  Generic6DofConstraint consttr = new Generic6DofConstraint(body1, ref frame1, pUseLinearReferenceFrameB);
613  consttr.CalculateTransforms();
614  world.AddConstraint(consttr,pdisableCollisionsBetweenLinkedBodies);
615 
616  return new BulletConstraintXNA(consttr);
617  }
618 
629  public override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
630  {
631  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
632  RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
633  RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody;
634  IndexedMatrix frame1 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0));
635  IndexedMatrix frame2 = new IndexedMatrix(IndexedBasisMatrix.Identity, new IndexedVector3(0, 0, 0));
636 
637  IndexedVector3 joinPoint = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z);
638  IndexedMatrix mat = IndexedMatrix.Identity;
639  mat._origin = new IndexedVector3(pjoinPoint.X, pjoinPoint.Y, pjoinPoint.Z);
640  frame1._origin = body1.GetWorldTransform().Inverse()*joinPoint;
641  frame2._origin = body2.GetWorldTransform().Inverse()*joinPoint;
642 
643  Generic6DofConstraint consttr = new Generic6DofConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
644  consttr.CalculateTransforms();
645  world.AddConstraint(consttr, pdisableCollisionsBetweenLinkedBodies);
646 
647  return new BulletConstraintXNA(consttr);
648  }
649  //SetFrames(m_constraint.ptr, frameA, frameArot, frameB, frameBrot);
650  public override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot)
651  {
652  Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
653  IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
654  IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
655  IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
656  frame1._origin = frame1v;
657 
658  IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
659  IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
660  IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
661  frame2._origin = frame2v;
662  constraint.SetFrames(ref frame1, ref frame2);
663  return true;
664  }
665 
666  public override Vector3 GetLinearVelocity(BulletBody pBody)
667  {
668  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
669  IndexedVector3 iv3 = body.GetLinearVelocity();
670  return new Vector3(iv3.X, iv3.Y, iv3.Z);
671  }
672  public override Vector3 GetAngularVelocity(BulletBody pBody)
673  {
674  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
675  IndexedVector3 iv3 = body.GetAngularVelocity();
676  return new Vector3(iv3.X, iv3.Y, iv3.Z);
677  }
678  public override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos)
679  {
680  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
681  IndexedVector3 posiv3 = new IndexedVector3(pos.X, pos.Y, pos.Z);
682  IndexedVector3 iv3 = body.GetVelocityInLocalPoint(ref posiv3);
683  return new Vector3(iv3.X, iv3.Y, iv3.Z);
684  }
685  public override void Translate(BulletBody pCollisionObject, Vector3 trans)
686  {
687  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
688  collisionObject.Translate(new IndexedVector3(trans.X,trans.Y,trans.Z));
689  }
690  public override void UpdateDeactivation(BulletBody pBody, float timeStep)
691  {
692  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
693  body.UpdateDeactivation(timeStep);
694  }
695 
696  public override bool WantsSleeping(BulletBody pBody)
697  {
698  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
699  return body.WantsSleeping();
700  }
701 
702  public override void SetAngularFactor(BulletBody pBody, float factor)
703  {
704  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
705  body.SetAngularFactor(factor);
706  }
707 
708  public override Vector3 GetAngularFactor(BulletBody pBody)
709  {
710  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
711  IndexedVector3 iv3 = body.GetAngularFactor();
712  return new Vector3(iv3.X, iv3.Y, iv3.Z);
713  }
714 
715  public override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject)
716  {
717  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
718  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
719  return world.IsInWorld(collisionObject);
720  }
721 
722  public override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
723  {
724  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
725  TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain;
726  body.AddConstraintRef(constrain);
727  }
728 
729  public override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
730  {
731  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
732  TypedConstraint constrain = (pConstraint as BulletConstraintXNA).constrain;
733  body.RemoveConstraintRef(constrain);
734  }
735 
736  public override BulletConstraint GetConstraintRef(BulletBody pBody, int index)
737  {
738  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
739  return new BulletConstraintXNA(body.GetConstraintRef(index));
740  }
741 
742  public override int GetNumConstraintRefs(BulletBody pBody)
743  {
744  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
745  return body.GetNumConstraintRefs();
746  }
747 
748  public override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity)
749  {
750  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
751  IndexedVector3 velocity = new IndexedVector3(VehicleVelocity.X, VehicleVelocity.Y, VehicleVelocity.Z);
752  collisionObject.SetInterpolationLinearVelocity(ref velocity);
753  }
754 
755  public override bool UseFrameOffset(BulletConstraint pConstraint, float onOff)
756  {
757  Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
758  constraint.SetUseFrameOffset((onOff == 0) ? false : true);
759  return true;
760  }
761  //SetBreakingImpulseThreshold(m_constraint.ptr, threshold);
762  public override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold)
763  {
764  Generic6DofConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
765  constraint.SetBreakingImpulseThreshold(threshold);
766  return true;
767  }
768  public override bool HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation)
769  {
770  HingeConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as HingeConstraint;
771  if (softness == HINGE_NOT_SPECIFIED)
772  constraint.SetLimit(low, high);
773  else
774  constraint.SetLimit(low, high, softness, bias, relaxation);
775  return true;
776  }
777  public override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse)
778  {
779  Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
780  constraint.EnableSpring(index, (numericTrueFalse == 0f ? false : true));
781  return true;
782  }
783 
784  public override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint)
785  {
786  Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
787  if (index == SPRING_NOT_SPECIFIED)
788  {
789  constraint.SetEquilibriumPoint();
790  }
791  else
792  {
793  if (equilibriumPoint == SPRING_NOT_SPECIFIED)
794  constraint.SetEquilibriumPoint(index);
795  else
796  constraint.SetEquilibriumPoint(index, equilibriumPoint);
797  }
798  return true;
799  }
800 
801  public override bool SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness)
802  {
803  Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
804  constraint.SetStiffness(index, stiffness);
805  return true;
806  }
807 
808  public override bool SpringSetDamping(BulletConstraint pConstraint, int index, float damping)
809  {
810  Generic6DofSpringConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as Generic6DofSpringConstraint;
811  constraint.SetDamping(index, damping);
812  return true;
813  }
814 
815  public override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val)
816  {
817  SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
818  switch (lowerUpper)
819  {
820  case SLIDER_LOWER_LIMIT:
821  switch (linAng)
822  {
823  case SLIDER_LINEAR:
824  constraint.SetLowerLinLimit(val);
825  break;
826  case SLIDER_ANGULAR:
827  constraint.SetLowerAngLimit(val);
828  break;
829  }
830  break;
831  case SLIDER_UPPER_LIMIT:
832  switch (linAng)
833  {
834  case SLIDER_LINEAR:
835  constraint.SetUpperLinLimit(val);
836  break;
837  case SLIDER_ANGULAR:
838  constraint.SetUpperAngLimit(val);
839  break;
840  }
841  break;
842  }
843  return true;
844  }
845  public override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val)
846  {
847  SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
848  switch (softRestDamp)
849  {
850  case SLIDER_SET_SOFTNESS:
851  switch (dirLimOrtho)
852  {
853  case SLIDER_SET_DIRECTION:
854  switch (linAng)
855  {
856  case SLIDER_LINEAR: constraint.SetSoftnessDirLin(val); break;
857  case SLIDER_ANGULAR: constraint.SetSoftnessDirAng(val); break;
858  }
859  break;
860  case SLIDER_SET_LIMIT:
861  switch (linAng)
862  {
863  case SLIDER_LINEAR: constraint.SetSoftnessLimLin(val); break;
864  case SLIDER_ANGULAR: constraint.SetSoftnessLimAng(val); break;
865  }
866  break;
867  case SLIDER_SET_ORTHO:
868  switch (linAng)
869  {
870  case SLIDER_LINEAR: constraint.SetSoftnessOrthoLin(val); break;
871  case SLIDER_ANGULAR: constraint.SetSoftnessOrthoAng(val); break;
872  }
873  break;
874  }
875  break;
876  case SLIDER_SET_RESTITUTION:
877  switch (dirLimOrtho)
878  {
879  case SLIDER_SET_DIRECTION:
880  switch (linAng)
881  {
882  case SLIDER_LINEAR: constraint.SetRestitutionDirLin(val); break;
883  case SLIDER_ANGULAR: constraint.SetRestitutionDirAng(val); break;
884  }
885  break;
886  case SLIDER_SET_LIMIT:
887  switch (linAng)
888  {
889  case SLIDER_LINEAR: constraint.SetRestitutionLimLin(val); break;
890  case SLIDER_ANGULAR: constraint.SetRestitutionLimAng(val); break;
891  }
892  break;
893  case SLIDER_SET_ORTHO:
894  switch (linAng)
895  {
896  case SLIDER_LINEAR: constraint.SetRestitutionOrthoLin(val); break;
897  case SLIDER_ANGULAR: constraint.SetRestitutionOrthoAng(val); break;
898  }
899  break;
900  }
901  break;
902  case SLIDER_SET_DAMPING:
903  switch (dirLimOrtho)
904  {
905  case SLIDER_SET_DIRECTION:
906  switch (linAng)
907  {
908  case SLIDER_LINEAR: constraint.SetDampingDirLin(val); break;
909  case SLIDER_ANGULAR: constraint.SetDampingDirAng(val); break;
910  }
911  break;
912  case SLIDER_SET_LIMIT:
913  switch (linAng)
914  {
915  case SLIDER_LINEAR: constraint.SetDampingLimLin(val); break;
916  case SLIDER_ANGULAR: constraint.SetDampingLimAng(val); break;
917  }
918  break;
919  case SLIDER_SET_ORTHO:
920  switch (linAng)
921  {
922  case SLIDER_LINEAR: constraint.SetDampingOrthoLin(val); break;
923  case SLIDER_ANGULAR: constraint.SetDampingOrthoAng(val); break;
924  }
925  break;
926  }
927  break;
928  }
929  return true;
930  }
931  public override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse)
932  {
933  SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
934  switch (linAng)
935  {
936  case SLIDER_LINEAR:
937  constraint.SetPoweredLinMotor(numericTrueFalse == 0.0 ? false : true);
938  break;
939  case SLIDER_ANGULAR:
940  constraint.SetPoweredAngMotor(numericTrueFalse == 0.0 ? false : true);
941  break;
942  }
943  return true;
944  }
945  public override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val)
946  {
947  SliderConstraint constraint = (pConstraint as BulletConstraintXNA).constrain as SliderConstraint;
948  switch (forceVel)
949  {
950  case SLIDER_MOTOR_VELOCITY:
951  switch (linAng)
952  {
953  case SLIDER_LINEAR:
954  constraint.SetTargetLinMotorVelocity(val);
955  break;
956  case SLIDER_ANGULAR:
957  constraint.SetTargetAngMotorVelocity(val);
958  break;
959  }
960  break;
961  case SLIDER_MAX_MOTOR_FORCE:
962  switch (linAng)
963  {
964  case SLIDER_LINEAR:
965  constraint.SetMaxLinMotorForce(val);
966  break;
967  case SLIDER_ANGULAR:
968  constraint.SetMaxAngMotorForce(val);
969  break;
970  }
971  break;
972  }
973  return true;
974  }
975 
976  //BulletSimAPI.SetAngularDamping(Prim.PhysBody.ptr, angularDamping);
977  public override void SetAngularDamping(BulletBody pBody, float angularDamping)
978  {
979  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
980  float lineardamping = body.GetLinearDamping();
981  body.SetDamping(lineardamping, angularDamping);
982 
983  }
984 
985  public override void UpdateInertiaTensor(BulletBody pBody)
986  {
987  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
988  if (body != null) // can't update inertia tensor on CollisionObject
989  body.UpdateInertiaTensor();
990  }
991 
992  public override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape)
993  {
994  CompoundShape shape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape;
995  shape.RecalculateLocalAabb();
996  }
997 
998  //BulletSimAPI.GetCollisionFlags(PhysBody.ptr)
999  public override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject)
1000  {
1001  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1002  uint flags = (uint)collisionObject.GetCollisionFlags();
1003  return (CollisionFlags) flags;
1004  }
1005 
1006  public override void SetDamping(BulletBody pBody, float pLinear, float pAngular)
1007  {
1008  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1009  body.SetDamping(pLinear, pAngular);
1010  }
1011  //PhysBody.ptr, PhysicsScene.Params.deactivationTime);
1012  public override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime)
1013  {
1014  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1015  collisionObject.SetDeactivationTime(pDeactivationTime);
1016  }
1017  //SetSleepingThresholds(PhysBody.ptr, PhysicsScene.Params.linearSleepingThreshold, PhysicsScene.Params.angularSleepingThreshold);
1018  public override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold)
1019  {
1020  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1021  body.SetSleepingThresholds(plinearSleepingThreshold, pangularSleepingThreshold);
1022  }
1023 
1024  public override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject)
1025  {
1026  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
1027  return (CollisionObjectTypes)(int) collisionObject.GetInternalType();
1028  }
1029 
1030  public override void ApplyGravity(BulletBody pBody)
1031  {
1032 
1033  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1034  body.ApplyGravity();
1035  }
1036 
1037  public override Vector3 GetGravity(BulletBody pBody)
1038  {
1039  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1040  IndexedVector3 gravity = body.GetGravity();
1041  return new Vector3(gravity.X, gravity.Y, gravity.Z);
1042  }
1043 
1044  public override void SetLinearDamping(BulletBody pBody, float lin_damping)
1045  {
1046  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1047  float angularDamping = body.GetAngularDamping();
1048  body.SetDamping(lin_damping, angularDamping);
1049  }
1050 
1051  public override float GetLinearDamping(BulletBody pBody)
1052  {
1053  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1054  return body.GetLinearDamping();
1055  }
1056 
1057  public override float GetAngularDamping(BulletBody pBody)
1058  {
1059  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1060  return body.GetAngularDamping();
1061  }
1062 
1063  public override float GetLinearSleepingThreshold(BulletBody pBody)
1064  {
1065  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1066  return body.GetLinearSleepingThreshold();
1067  }
1068 
1069  public override void ApplyDamping(BulletBody pBody, float timeStep)
1070  {
1071  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1072  body.ApplyDamping(timeStep);
1073  }
1074 
1075  public override Vector3 GetLinearFactor(BulletBody pBody)
1076  {
1077  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1078  IndexedVector3 linearFactor = body.GetLinearFactor();
1079  return new Vector3(linearFactor.X, linearFactor.Y, linearFactor.Z);
1080  }
1081 
1082  public override void SetLinearFactor(BulletBody pBody, Vector3 factor)
1083  {
1084  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1085  body.SetLinearFactor(new IndexedVector3(factor.X, factor.Y, factor.Z));
1086  }
1087 
1088  public override void SetCenterOfMassByPosRot(BulletBody pBody, Vector3 pos, Quaternion rot)
1089  {
1090  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1091  IndexedQuaternion quat = new IndexedQuaternion(rot.X, rot.Y, rot.Z,rot.W);
1092  IndexedMatrix mat = IndexedMatrix.CreateFromQuaternion(quat);
1093  mat._origin = new IndexedVector3(pos.X, pos.Y, pos.Z);
1094  body.SetCenterOfMassTransform( ref mat);
1095  /* TODO: double check this */
1096  }
1097 
1098  //BulletSimAPI.ApplyCentralForce(PhysBody.ptr, fSum);
1099  public override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum)
1100  {
1101  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1102  IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
1103  body.ApplyCentralForce(ref fSum);
1104  }
1105  public override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum)
1106  {
1107  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1108  IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
1109  body.ApplyCentralImpulse(ref fSum);
1110  }
1111  public override void ApplyTorque(BulletBody pBody, Vector3 pfSum)
1112  {
1113  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1114  IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
1115  body.ApplyTorque(ref fSum);
1116  }
1117  public override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum)
1118  {
1119  RigidBody body = (pBody as BulletBodyXNA).rigidBody;
1120  IndexedVector3 fSum = new IndexedVector3(pfSum.X, pfSum.Y, pfSum.Z);
1121  body.ApplyTorqueImpulse(ref fSum);
1122  }
1123 
1124  public override void DestroyObject(BulletWorld pWorld, BulletBody pBody)
1125  {
1126  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1127  CollisionObject co = (pBody as BulletBodyXNA).rigidBody;
1128  RigidBody bo = co as RigidBody;
1129  if (bo == null)
1130  {
1131 
1132  if (world.IsInWorld(co))
1133  {
1134  world.RemoveCollisionObject(co);
1135  }
1136  }
1137  else
1138  {
1139 
1140  if (world.IsInWorld(bo))
1141  {
1142  world.RemoveRigidBody(bo);
1143  }
1144  }
1145  if (co != null)
1146  {
1147  if (co.GetUserPointer() != null)
1148  {
1149  uint localId = (uint) co.GetUserPointer();
1150  if (specialCollisionObjects.ContainsKey(localId))
1151  {
1152  specialCollisionObjects.Remove(localId);
1153  }
1154  }
1155  }
1156 
1157  }
1158 
1159  public override void Shutdown(BulletWorld pWorld)
1160  {
1161  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1162  world.Cleanup();
1163  }
1164 
1165  public override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id)
1166  {
1167  CollisionShape shape1 = (pShape as BulletShapeXNA).shape;
1168 
1169  // TODO: Turn this from a reference copy to a Value Copy.
1170  BulletShapeXNA shape2 = new BulletShapeXNA(shape1, BSShapeTypeFromBroadPhaseNativeType(shape1.GetShapeType()));
1171 
1172  return shape2;
1173  }
1174 
1175  public override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape)
1176  {
1177  //TODO:
1178  return false;
1179  }
1180  //(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation);
1181 
1182  public override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
1183  {
1184  CollisionWorld world = (pWorld as BulletWorldXNA).world;
1185  IndexedMatrix mat =
1186  IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y,
1187  pRawOrientation.Z, pRawOrientation.W));
1188  mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
1189  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1190  //UpdateSingleAabb(world, shape);
1191  // TODO: Feed Update array into null
1192  SimMotionState motionState = new SimMotionState(this, pLocalID, mat, null);
1193  RigidBody body = new RigidBody(0,motionState,shape,IndexedVector3.Zero);
1194  RigidBodyConstructionInfo constructionInfo = new RigidBodyConstructionInfo(0, motionState, shape, IndexedVector3.Zero)
1195  {
1196  m_mass = 0
1197  };
1198  /*
1199  m_mass = mass;
1200  m_motionState =motionState;
1201  m_collisionShape = collisionShape;
1202  m_localInertia = localInertia;
1203  m_linearDamping = 0f;
1204  m_angularDamping = 0f;
1205  m_friction = 0.5f;
1206  m_restitution = 0f;
1207  m_linearSleepingThreshold = 0.8f;
1208  m_angularSleepingThreshold = 1f;
1209  m_additionalDamping = false;
1210  m_additionalDampingFactor = 0.005f;
1211  m_additionalLinearDampingThresholdSqr = 0.01f;
1212  m_additionalAngularDampingThresholdSqr = 0.01f;
1213  m_additionalAngularDampingFactor = 0.01f;
1214  m_startWorldTransform = IndexedMatrix.Identity;
1215  */
1216  body.SetUserPointer(pLocalID);
1217 
1218  return new BulletBodyXNA(pLocalID, body);
1219  }
1220 
1221 
1222  public override BulletBody CreateBodyWithDefaultMotionState( BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
1223  {
1224 
1225  IndexedMatrix mat =
1226  IndexedMatrix.CreateFromQuaternion(new IndexedQuaternion(pRawOrientation.X, pRawOrientation.Y,
1227  pRawOrientation.Z, pRawOrientation.W));
1228  mat._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
1229 
1230  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1231 
1232  // TODO: Feed Update array into null
1233  RigidBody body = new RigidBody(0, new DefaultMotionState( mat, IndexedMatrix.Identity), shape, IndexedVector3.Zero);
1234  body.SetWorldTransform(mat);
1235  body.SetUserPointer(pLocalID);
1236  return new BulletBodyXNA(pLocalID, body);
1237  }
1238  //(m_mapInfo.terrainBody.ptr, CollisionFlags.CF_STATIC_OBJECT);
1239  public override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags)
1240  {
1241  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1242  collisionObject.SetCollisionFlags((BulletXNA.BulletCollision.CollisionFlags) (uint) collisionFlags);
1243  return (CollisionFlags)collisionObject.GetCollisionFlags();
1244  }
1245 
1246  public override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain)
1247  {
1248 
1249  /* TODO */
1250  return Vector3.Zero;
1251  }
1252  public override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict) { /* TODO */ return Vector3.Zero; }
1253  public override bool HasAnisotripicFriction(BulletConstraint pconstrain) { /* TODO */ return false; }
1254  public override float GetContactProcessingThreshold(BulletBody pBody) { /* TODO */ return 0f; }
1255  public override bool IsStaticObject(BulletBody pCollisionObject)
1256  {
1257  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1258  return collisionObject.IsStaticObject();
1259 
1260  }
1261  public override bool IsKinematicObject(BulletBody pCollisionObject)
1262  {
1263  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1264  return collisionObject.IsKinematicObject();
1265  }
1266  public override bool IsStaticOrKinematicObject(BulletBody pCollisionObject)
1267  {
1268  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1269  return collisionObject.IsStaticOrKinematicObject();
1270  }
1271  public override bool HasContactResponse(BulletBody pCollisionObject)
1272  {
1273  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1274  return collisionObject.HasContactResponse();
1275  }
1276  public override int GetActivationState(BulletBody pBody) { /* TODO */ return 0; }
1277  public override void SetActivationState(BulletBody pBody, int state) { /* TODO */ }
1278  public override float GetDeactivationTime(BulletBody pBody) { /* TODO */ return 0f; }
1279  public override bool IsActive(BulletBody pBody) { /* TODO */ return false; }
1280  public override float GetRestitution(BulletBody pBody) { /* TODO */ return 0f; }
1281  public override float GetFriction(BulletBody pBody) { /* TODO */ return 0f; }
1282  public override void SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel) { /* TODO */ }
1283  public override float GetHitFraction(BulletBody pBody) { /* TODO */ return 0f; }
1284 
1285  //(m_mapInfo.terrainBody.ptr, PhysicsScene.Params.terrainHitFraction);
1286  public override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction)
1287  {
1288  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1289  collisionObject.SetHitFraction(pHitFraction);
1290  }
1291  //BuildCapsuleShape(physicsScene.World.ptr, 1f, 1f, prim.Scale);
1292  public override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale)
1293  {
1294  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1295  IndexedVector3 scale = new IndexedVector3(pScale.X, pScale.Y, pScale.Z);
1296  CapsuleShapeZ capsuleShapeZ = new CapsuleShapeZ(pRadius, pHeight);
1297  capsuleShapeZ.SetMargin(world.WorldSettings.Params.collisionMargin);
1298  capsuleShapeZ.SetLocalScaling(ref scale);
1299 
1300  return new BulletShapeXNA(capsuleShapeZ, BSPhysicsShapeType.SHAPE_CAPSULE); ;
1301  }
1302 
1303  public override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms,
1304  int maxCollisions, ref CollisionDesc[] collisionArray,
1305  int maxUpdates, ref EntityProperties[] updateArray
1306  )
1307  {
1308 
1309  UpdatedObjects = updateArray;
1310  UpdatedCollisions = collisionArray;
1311  /* TODO */
1312  ConfigurationParameters[] configparms = new ConfigurationParameters[1];
1313  configparms[0] = parms;
1314  Vector3 worldExtent = maxPosition;
1315  m_maxCollisions = maxCollisions;
1316  m_maxUpdatesPerFrame = maxUpdates;
1317  specialCollisionObjects = new Dictionary<uint, GhostObject>();
1318 
1319  return new BulletWorldXNA(1, PhysicsScene, BSAPIXNA.Initialize2(worldExtent, configparms, maxCollisions, ref collisionArray, maxUpdates, ref updateArray, null));
1320  }
1321 
1322  private static DiscreteDynamicsWorld Initialize2(Vector3 worldExtent,
1324  int mMaxCollisionsPerFrame, ref CollisionDesc[] collisionArray,
1325  int mMaxUpdatesPerFrame, ref EntityProperties[] updateArray,
1326  object mDebugLogCallbackHandle)
1327  {
1328  CollisionWorld.WorldData.ParamData p = new CollisionWorld.WorldData.ParamData();
1329 
1330  p.angularDamping = BSParam.AngularDamping;
1331  p.defaultFriction = o[0].defaultFriction;
1332  p.defaultFriction = o[0].defaultFriction;
1333  p.defaultDensity = o[0].defaultDensity;
1334  p.defaultRestitution = o[0].defaultRestitution;
1335  p.collisionMargin = o[0].collisionMargin;
1336  p.gravity = o[0].gravity;
1337 
1338  p.linearDamping = BSParam.LinearDamping;
1339  p.angularDamping = BSParam.AngularDamping;
1340  p.deactivationTime = BSParam.DeactivationTime;
1341  p.linearSleepingThreshold = BSParam.LinearSleepingThreshold;
1342  p.angularSleepingThreshold = BSParam.AngularSleepingThreshold;
1343  p.ccdMotionThreshold = BSParam.CcdMotionThreshold;
1344  p.ccdSweptSphereRadius = BSParam.CcdSweptSphereRadius;
1345  p.contactProcessingThreshold = BSParam.ContactProcessingThreshold;
1346 
1347  p.terrainImplementation = BSParam.TerrainImplementation;
1348  p.terrainFriction = BSParam.TerrainFriction;
1349 
1350  p.terrainHitFraction = BSParam.TerrainHitFraction;
1351  p.terrainRestitution = BSParam.TerrainRestitution;
1352  p.terrainCollisionMargin = BSParam.TerrainCollisionMargin;
1353 
1354  p.avatarFriction = BSParam.AvatarFriction;
1355  p.avatarStandingFriction = BSParam.AvatarStandingFriction;
1356  p.avatarDensity = BSParam.AvatarDensity;
1357  p.avatarRestitution = BSParam.AvatarRestitution;
1358  p.avatarCapsuleWidth = BSParam.AvatarCapsuleWidth;
1359  p.avatarCapsuleDepth = BSParam.AvatarCapsuleDepth;
1360  p.avatarCapsuleHeight = BSParam.AvatarCapsuleHeight;
1361  p.avatarContactProcessingThreshold = BSParam.AvatarContactProcessingThreshold;
1362 
1363  p.vehicleAngularDamping = BSParam.VehicleAngularDamping;
1364 
1365  p.maxPersistantManifoldPoolSize = o[0].maxPersistantManifoldPoolSize;
1366  p.maxCollisionAlgorithmPoolSize = o[0].maxCollisionAlgorithmPoolSize;
1367  p.shouldDisableContactPoolDynamicAllocation = o[0].shouldDisableContactPoolDynamicAllocation;
1368  p.shouldForceUpdateAllAabbs = o[0].shouldForceUpdateAllAabbs;
1369  p.shouldRandomizeSolverOrder = o[0].shouldRandomizeSolverOrder;
1370  p.shouldSplitSimulationIslands = o[0].shouldSplitSimulationIslands;
1371  p.shouldEnableFrictionCaching = o[0].shouldEnableFrictionCaching;
1372  p.numberOfSolverIterations = o[0].numberOfSolverIterations;
1373 
1374  p.linksetImplementation = BSParam.LinksetImplementation;
1375  p.linkConstraintUseFrameOffset = BSParam.NumericBool(BSParam.LinkConstraintUseFrameOffset);
1376  p.linkConstraintEnableTransMotor = BSParam.NumericBool(BSParam.LinkConstraintEnableTransMotor);
1377  p.linkConstraintTransMotorMaxVel = BSParam.LinkConstraintTransMotorMaxVel;
1378  p.linkConstraintTransMotorMaxForce = BSParam.LinkConstraintTransMotorMaxForce;
1379  p.linkConstraintERP = BSParam.LinkConstraintERP;
1380  p.linkConstraintCFM = BSParam.LinkConstraintCFM;
1381  p.linkConstraintSolverIterations = BSParam.LinkConstraintSolverIterations;
1382  p.physicsLoggingFrames = o[0].physicsLoggingFrames;
1383  DefaultCollisionConstructionInfo ccci = new DefaultCollisionConstructionInfo();
1384 
1385  DefaultCollisionConfiguration cci = new DefaultCollisionConfiguration();
1386  CollisionDispatcher m_dispatcher = new CollisionDispatcher(cci);
1387 
1388 
1389  if (p.maxPersistantManifoldPoolSize > 0)
1390  cci.m_persistentManifoldPoolSize = (int)p.maxPersistantManifoldPoolSize;
1391  if (p.shouldDisableContactPoolDynamicAllocation !=0)
1392  m_dispatcher.SetDispatcherFlags(DispatcherFlags.CD_DISABLE_CONTACTPOOL_DYNAMIC_ALLOCATION);
1393  //if (p.maxCollisionAlgorithmPoolSize >0 )
1394 
1395  DbvtBroadphase m_broadphase = new DbvtBroadphase();
1396  //IndexedVector3 aabbMin = new IndexedVector3(0, 0, 0);
1397  //IndexedVector3 aabbMax = new IndexedVector3(256, 256, 256);
1398 
1399  //AxisSweep3Internal m_broadphase2 = new AxisSweep3Internal(ref aabbMin, ref aabbMax, Convert.ToInt32(0xfffe), 0xffff, ushort.MaxValue/2, null, true);
1400  m_broadphase.GetOverlappingPairCache().SetInternalGhostPairCallback(new GhostPairCallback());
1401 
1402  SequentialImpulseConstraintSolver m_solver = new SequentialImpulseConstraintSolver();
1403 
1404  DiscreteDynamicsWorld world = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_solver, cci);
1405 
1406  world.LastCollisionDesc = 0;
1407  world.LastEntityProperty = 0;
1408 
1409  world.WorldSettings.Params = p;
1410  world.SetForceUpdateAllAabbs(p.shouldForceUpdateAllAabbs != 0);
1411  world.GetSolverInfo().m_solverMode = SolverMode.SOLVER_USE_WARMSTARTING | SolverMode.SOLVER_SIMD;
1412  if (p.shouldRandomizeSolverOrder != 0)
1413  world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_RANDMIZE_ORDER;
1414 
1415  world.GetSimulationIslandManager().SetSplitIslands(p.shouldSplitSimulationIslands != 0);
1416  //world.GetDispatchInfo().m_enableSatConvex Not implemented in C# port
1417 
1418  if (p.shouldEnableFrictionCaching != 0)
1419  world.GetSolverInfo().m_solverMode |= SolverMode.SOLVER_ENABLE_FRICTION_DIRECTION_CACHING;
1420 
1421  if (p.numberOfSolverIterations > 0)
1422  world.GetSolverInfo().m_numIterations = (int) p.numberOfSolverIterations;
1423 
1424 
1425  world.GetSolverInfo().m_damping = world.WorldSettings.Params.linearDamping;
1426  world.GetSolverInfo().m_restitution = world.WorldSettings.Params.defaultRestitution;
1427  world.GetSolverInfo().m_globalCfm = 0.0f;
1428  world.GetSolverInfo().m_tau = 0.6f;
1429  world.GetSolverInfo().m_friction = 0.3f;
1430  world.GetSolverInfo().m_maxErrorReduction = 20f;
1431  world.GetSolverInfo().m_numIterations = 10;
1432  world.GetSolverInfo().m_erp = 0.2f;
1433  world.GetSolverInfo().m_erp2 = 0.1f;
1434  world.GetSolverInfo().m_sor = 1.0f;
1435  world.GetSolverInfo().m_splitImpulse = false;
1436  world.GetSolverInfo().m_splitImpulsePenetrationThreshold = -0.02f;
1437  world.GetSolverInfo().m_linearSlop = 0.0f;
1438  world.GetSolverInfo().m_warmstartingFactor = 0.85f;
1439  world.GetSolverInfo().m_restingContactRestitutionThreshold = 2;
1440  world.SetForceUpdateAllAabbs(true);
1441 
1442  //BSParam.TerrainImplementation = 0;
1443  world.SetGravity(new IndexedVector3(0,0,p.gravity));
1444 
1445  // Turn off Pooling since globals and pooling are bad for threading.
1446  BulletGlobals.VoronoiSimplexSolverPool.SetPoolingEnabled(false);
1447  BulletGlobals.SubSimplexConvexCastPool.SetPoolingEnabled(false);
1448  BulletGlobals.ManifoldPointPool.SetPoolingEnabled(false);
1449  BulletGlobals.CastResultPool.SetPoolingEnabled(false);
1450  BulletGlobals.SphereShapePool.SetPoolingEnabled(false);
1451  BulletGlobals.DbvtNodePool.SetPoolingEnabled(false);
1452  BulletGlobals.SingleRayCallbackPool.SetPoolingEnabled(false);
1453  BulletGlobals.SubSimplexClosestResultPool.SetPoolingEnabled(false);
1454  BulletGlobals.GjkPairDetectorPool.SetPoolingEnabled(false);
1455  BulletGlobals.DbvtTreeColliderPool.SetPoolingEnabled(false);
1456  BulletGlobals.SingleSweepCallbackPool.SetPoolingEnabled(false);
1457  BulletGlobals.BroadphaseRayTesterPool.SetPoolingEnabled(false);
1458  BulletGlobals.ClosestNotMeConvexResultCallbackPool.SetPoolingEnabled(false);
1459  BulletGlobals.GjkEpaPenetrationDepthSolverPool.SetPoolingEnabled(false);
1460  BulletGlobals.ContinuousConvexCollisionPool.SetPoolingEnabled(false);
1461  BulletGlobals.DbvtStackDataBlockPool.SetPoolingEnabled(false);
1462 
1463  BulletGlobals.BoxBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
1464  BulletGlobals.CompoundCollisionAlgorithmPool.SetPoolingEnabled(false);
1465  BulletGlobals.ConvexConcaveCollisionAlgorithmPool.SetPoolingEnabled(false);
1466  BulletGlobals.ConvexConvexAlgorithmPool.SetPoolingEnabled(false);
1467  BulletGlobals.ConvexPlaneAlgorithmPool.SetPoolingEnabled(false);
1468  BulletGlobals.SphereBoxCollisionAlgorithmPool.SetPoolingEnabled(false);
1469  BulletGlobals.SphereSphereCollisionAlgorithmPool.SetPoolingEnabled(false);
1470  BulletGlobals.SphereTriangleCollisionAlgorithmPool.SetPoolingEnabled(false);
1471  BulletGlobals.GImpactCollisionAlgorithmPool.SetPoolingEnabled(false);
1472  BulletGlobals.GjkEpaSolver2MinkowskiDiffPool.SetPoolingEnabled(false);
1473  BulletGlobals.PersistentManifoldPool.SetPoolingEnabled(false);
1474  BulletGlobals.ManifoldResultPool.SetPoolingEnabled(false);
1475  BulletGlobals.GJKPool.SetPoolingEnabled(false);
1476  BulletGlobals.GIM_ShapeRetrieverPool.SetPoolingEnabled(false);
1477  BulletGlobals.TriangleShapePool.SetPoolingEnabled(false);
1478  BulletGlobals.SphereTriangleDetectorPool.SetPoolingEnabled(false);
1479  BulletGlobals.CompoundLeafCallbackPool.SetPoolingEnabled(false);
1480  BulletGlobals.GjkConvexCastPool.SetPoolingEnabled(false);
1481  BulletGlobals.LocalTriangleSphereCastCallbackPool.SetPoolingEnabled(false);
1482  BulletGlobals.BridgeTriangleRaycastCallbackPool.SetPoolingEnabled(false);
1483  BulletGlobals.BridgeTriangleConcaveRaycastCallbackPool.SetPoolingEnabled(false);
1484  BulletGlobals.BridgeTriangleConvexcastCallbackPool.SetPoolingEnabled(false);
1485  BulletGlobals.MyNodeOverlapCallbackPool.SetPoolingEnabled(false);
1486  BulletGlobals.ClosestRayResultCallbackPool.SetPoolingEnabled(false);
1487  BulletGlobals.DebugDrawcallbackPool.SetPoolingEnabled(false);
1488 
1489  return world;
1490  }
1491  //m_constraint.ptr, ConstraintParams.BT_CONSTRAINT_STOP_CFM, cfm, ConstraintParamAxis.AXIS_ALL
1492  public override bool SetConstraintParam(BulletConstraint pConstraint, ConstraintParams paramIndex, float paramvalue, ConstraintParamAxis axis)
1493  {
1494  Generic6DofConstraint constrain = (pConstraint as BulletConstraintXNA).constrain as Generic6DofConstraint;
1495  if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL || axis == ConstraintParamAxis.AXIS_ALL)
1496  {
1497  constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 0);
1498  constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 1);
1499  constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams) (int) paramIndex, paramvalue, 2);
1500  }
1501  if (axis == ConstraintParamAxis.AXIS_ANGULAR_ALL || axis == ConstraintParamAxis.AXIS_ALL)
1502  {
1503  constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 3);
1504  constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 4);
1505  constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, 5);
1506  }
1507  if (axis == ConstraintParamAxis.AXIS_LINEAR_ALL)
1508  {
1509  constrain.SetParam((BulletXNA.BulletDynamics.ConstraintParams)(int)paramIndex, paramvalue, (int)axis);
1510  }
1511  return true;
1512  }
1513 
1514  public override bool PushUpdate(BulletBody pCollisionObject)
1515  {
1516  bool ret = false;
1517  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1518  RigidBody rb = collisionObject as RigidBody;
1519  if (rb != null)
1520  {
1521  SimMotionState sms = rb.GetMotionState() as SimMotionState;
1522  if (sms != null)
1523  {
1524  IndexedMatrix wt = IndexedMatrix.Identity;
1525  sms.GetWorldTransform(out wt);
1526  sms.SetWorldTransform(ref wt, true);
1527  ret = true;
1528  }
1529  }
1530  return ret;
1531 
1532  }
1533 
1534  public override float GetAngularMotionDisc(BulletShape pShape)
1535  {
1536  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1537  return shape.GetAngularMotionDisc();
1538  }
1539  public override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor)
1540  {
1541  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1542  return shape.GetContactBreakingThreshold(defaultFactor);
1543  }
1544  public override bool IsCompound(BulletShape pShape)
1545  {
1546  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1547  return shape.IsCompound();
1548  }
1549  public override bool IsSoftBody(BulletShape pShape)
1550  {
1551  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1552  return shape.IsSoftBody();
1553  }
1554  public override bool IsPolyhedral(BulletShape pShape)
1555  {
1556  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1557  return shape.IsPolyhedral();
1558  }
1559  public override bool IsConvex2d(BulletShape pShape)
1560  {
1561  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1562  return shape.IsConvex2d();
1563  }
1564  public override bool IsConvex(BulletShape pShape)
1565  {
1566  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1567  return shape.IsConvex();
1568  }
1569  public override bool IsNonMoving(BulletShape pShape)
1570  {
1571  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1572  return shape.IsNonMoving();
1573  }
1574  public override bool IsConcave(BulletShape pShape)
1575  {
1576  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1577  return shape.IsConcave();
1578  }
1579  public override bool IsInfinite(BulletShape pShape)
1580  {
1581  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1582  return shape.IsInfinite();
1583  }
1584  public override bool IsNativeShape(BulletShape pShape)
1585  {
1586  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1587  bool ret;
1588  switch (shape.GetShapeType())
1589  {
1590  case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE:
1591  case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE:
1592  case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE:
1593  case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE:
1594  ret = true;
1595  break;
1596  default:
1597  ret = false;
1598  break;
1599  }
1600  return ret;
1601  }
1602 
1603  public override void SetShapeCollisionMargin(BulletShape pShape, float pMargin)
1604  {
1605  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1606  shape.SetMargin(pMargin);
1607  }
1608 
1609  //sim.ptr, shape.ptr,prim.LocalID, prim.RawPosition, prim.RawOrientation
1610  public override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
1611  {
1612  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1613  IndexedMatrix bodyTransform = new IndexedMatrix();
1614  bodyTransform._origin = new IndexedVector3(pRawPosition.X, pRawPosition.Y, pRawPosition.Z);
1615  bodyTransform.SetRotation(new IndexedQuaternion(pRawOrientation.X,pRawOrientation.Y,pRawOrientation.Z,pRawOrientation.W));
1616  GhostObject gObj = new PairCachingGhostObject();
1617  gObj.SetWorldTransform(bodyTransform);
1618  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1619  gObj.SetCollisionShape(shape);
1620  gObj.SetUserPointer(pLocalID);
1621 
1622  if (specialCollisionObjects.ContainsKey(pLocalID))
1623  specialCollisionObjects[pLocalID] = gObj;
1624  else
1625  specialCollisionObjects.Add(pLocalID, gObj);
1626 
1627  // TODO: Add to Special CollisionObjects!
1628  return new BulletBodyXNA(pLocalID, gObj);
1629  }
1630 
1631  public override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape)
1632  {
1633  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1634  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).body;
1635  if (pShape == null)
1636  {
1637  collisionObject.SetCollisionShape(new EmptyShape());
1638  }
1639  else
1640  {
1641  CollisionShape shape = (pShape as BulletShapeXNA).shape;
1642  collisionObject.SetCollisionShape(shape);
1643  }
1644  }
1645  public override BulletShape GetCollisionShape(BulletBody pCollisionObject)
1646  {
1647  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
1648  CollisionShape shape = collisionObject.GetCollisionShape();
1649  return new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType()));
1650  }
1651 
1652  //(PhysicsScene.World.ptr, nativeShapeData)
1653  public override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData)
1654  {
1655  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1656  CollisionShape shape = null;
1657  switch (pShapeData.Type)
1658  {
1659  case BSPhysicsShapeType.SHAPE_BOX:
1660  shape = new BoxShape(new IndexedVector3(0.5f,0.5f,0.5f));
1661  break;
1662  case BSPhysicsShapeType.SHAPE_CONE:
1663  shape = new ConeShapeZ(0.5f, 1.0f);
1664  break;
1665  case BSPhysicsShapeType.SHAPE_CYLINDER:
1666  shape = new CylinderShapeZ(new IndexedVector3(0.5f, 0.5f, 0.5f));
1667  break;
1668  case BSPhysicsShapeType.SHAPE_SPHERE:
1669  shape = new SphereShape(0.5f);
1670  break;
1671 
1672  }
1673  if (shape != null)
1674  {
1675  IndexedVector3 scaling = new IndexedVector3(pShapeData.Scale.X, pShapeData.Scale.Y, pShapeData.Scale.Z);
1676  shape.SetMargin(world.WorldSettings.Params.collisionMargin);
1677  shape.SetLocalScaling(ref scaling);
1678 
1679  }
1680  return new BulletShapeXNA(shape, pShapeData.Type);
1681  }
1682  //PhysicsScene.World.ptr, false
1683  public override BulletShape CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree)
1684  {
1685  return new BulletShapeXNA(new CompoundShape(enableDynamicAabbTree), BSPhysicsShapeType.SHAPE_COMPOUND);
1686  }
1687 
1688  public override int GetNumberOfCompoundChildren(BulletShape pCompoundShape)
1689  {
1690  CompoundShape compoundshape = (pCompoundShape as BulletShapeXNA).shape as CompoundShape;
1691  return compoundshape.GetNumChildShapes();
1692  }
1693  //LinksetRoot.PhysShape.ptr, newShape.ptr, displacementPos, displacementRot
1694  public override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot)
1695  {
1696  IndexedMatrix relativeTransform = new IndexedMatrix();
1697  CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape;
1698  CollisionShape addshape = (paddShape as BulletShapeXNA).shape;
1699 
1700  relativeTransform._origin = new IndexedVector3(displacementPos.X, displacementPos.Y, displacementPos.Z);
1701  relativeTransform.SetRotation(new IndexedQuaternion(displacementRot.X,displacementRot.Y,displacementRot.Z,displacementRot.W));
1702  compoundshape.AddChildShape(ref relativeTransform, addshape);
1703 
1704  }
1705 
1707  {
1708  CompoundShape compoundshape = (pCShape as BulletShapeXNA).shape as CompoundShape;
1709  CollisionShape ret = null;
1710  ret = compoundshape.GetChildShape(pii);
1711  compoundshape.RemoveChildShapeByIndex(pii);
1712  return new BulletShapeXNA(ret, BSShapeTypeFromBroadPhaseNativeType(ret.GetShapeType()));
1713  }
1714 
1716 
1717  if (cShape == null)
1718  return null;
1719  CompoundShape compoundShape = (cShape as BulletShapeXNA).shape as CompoundShape;
1720  CollisionShape shape = compoundShape.GetChildShape(indx);
1721  BulletShape retShape = new BulletShapeXNA(shape, BSShapeTypeFromBroadPhaseNativeType(shape.GetShapeType()));
1722 
1723 
1724  return retShape;
1725  }
1726 
1728  {
1729  BSPhysicsShapeType ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1730  switch (pin)
1731  {
1732  case BroadphaseNativeTypes.BOX_SHAPE_PROXYTYPE:
1733  ret = BSPhysicsShapeType.SHAPE_BOX;
1734  break;
1735  case BroadphaseNativeTypes.TRIANGLE_SHAPE_PROXYTYPE:
1736  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1737  break;
1738 
1739  case BroadphaseNativeTypes.TETRAHEDRAL_SHAPE_PROXYTYPE:
1740  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1741  break;
1742  case BroadphaseNativeTypes.CONVEX_TRIANGLEMESH_SHAPE_PROXYTYPE:
1743  ret = BSPhysicsShapeType.SHAPE_CONVEXHULL;
1744  break;
1745  case BroadphaseNativeTypes.CONVEX_HULL_SHAPE_PROXYTYPE:
1746  ret = BSPhysicsShapeType.SHAPE_HULL;
1747  break;
1748  case BroadphaseNativeTypes.CONVEX_POINT_CLOUD_SHAPE_PROXYTYPE:
1749  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1750  break;
1751  case BroadphaseNativeTypes.CUSTOM_POLYHEDRAL_SHAPE_TYPE:
1752  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1753  break;
1754  //implicit convex shapes
1755  case BroadphaseNativeTypes.IMPLICIT_CONVEX_SHAPES_START_HERE:
1756  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1757  break;
1758  case BroadphaseNativeTypes.SPHERE_SHAPE_PROXYTYPE:
1759  ret = BSPhysicsShapeType.SHAPE_SPHERE;
1760  break;
1761  case BroadphaseNativeTypes.MULTI_SPHERE_SHAPE_PROXYTYPE:
1762  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1763  break;
1764  case BroadphaseNativeTypes.CAPSULE_SHAPE_PROXYTYPE:
1765  ret = BSPhysicsShapeType.SHAPE_CAPSULE;
1766  break;
1767  case BroadphaseNativeTypes.CONE_SHAPE_PROXYTYPE:
1768  ret = BSPhysicsShapeType.SHAPE_CONE;
1769  break;
1770  case BroadphaseNativeTypes.CONVEX_SHAPE_PROXYTYPE:
1771  ret = BSPhysicsShapeType.SHAPE_CONVEXHULL;
1772  break;
1773  case BroadphaseNativeTypes.CYLINDER_SHAPE_PROXYTYPE:
1774  ret = BSPhysicsShapeType.SHAPE_CYLINDER;
1775  break;
1776  case BroadphaseNativeTypes.UNIFORM_SCALING_SHAPE_PROXYTYPE:
1777  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1778  break;
1779  case BroadphaseNativeTypes.MINKOWSKI_SUM_SHAPE_PROXYTYPE:
1780  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1781  break;
1782  case BroadphaseNativeTypes.MINKOWSKI_DIFFERENCE_SHAPE_PROXYTYPE:
1783  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1784  break;
1785  case BroadphaseNativeTypes.BOX_2D_SHAPE_PROXYTYPE:
1786  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1787  break;
1788  case BroadphaseNativeTypes.CONVEX_2D_SHAPE_PROXYTYPE:
1789  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1790  break;
1791  case BroadphaseNativeTypes.CUSTOM_CONVEX_SHAPE_TYPE:
1792  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1793  break;
1794  //concave shape
1795  case BroadphaseNativeTypes.CONCAVE_SHAPES_START_HERE:
1796  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1797  break;
1798  //keep all the convex shapetype below here, for the check IsConvexShape in broadphase proxy!
1799  case BroadphaseNativeTypes.TRIANGLE_MESH_SHAPE_PROXYTYPE:
1800  ret = BSPhysicsShapeType.SHAPE_MESH;
1801  break;
1802  case BroadphaseNativeTypes.SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE:
1803  ret = BSPhysicsShapeType.SHAPE_MESH;
1804  break;
1806  case BroadphaseNativeTypes.FAST_CONCAVE_MESH_PROXYTYPE:
1807  ret = BSPhysicsShapeType.SHAPE_MESH;
1808  break;
1809  //terrain
1810  case BroadphaseNativeTypes.TERRAIN_SHAPE_PROXYTYPE:
1811  ret = BSPhysicsShapeType.SHAPE_HEIGHTMAP;
1812  break;
1814  case BroadphaseNativeTypes.GIMPACT_SHAPE_PROXYTYPE:
1815  ret = BSPhysicsShapeType.SHAPE_GIMPACT;
1816  break;
1818  case BroadphaseNativeTypes.MULTIMATERIAL_TRIANGLE_MESH_PROXYTYPE:
1819  ret = BSPhysicsShapeType.SHAPE_MESH;
1820  break;
1821 
1822  case BroadphaseNativeTypes.EMPTY_SHAPE_PROXYTYPE:
1823  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1824  break;
1825  case BroadphaseNativeTypes.STATIC_PLANE_PROXYTYPE:
1826  ret = BSPhysicsShapeType.SHAPE_GROUNDPLANE;
1827  break;
1828  case BroadphaseNativeTypes.CUSTOM_CONCAVE_SHAPE_TYPE:
1829  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1830  break;
1831  case BroadphaseNativeTypes.CONCAVE_SHAPES_END_HERE:
1832  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1833  break;
1834 
1835  case BroadphaseNativeTypes.COMPOUND_SHAPE_PROXYTYPE:
1836  ret = BSPhysicsShapeType.SHAPE_COMPOUND;
1837  break;
1838 
1839  case BroadphaseNativeTypes.SOFTBODY_SHAPE_PROXYTYPE:
1840  ret = BSPhysicsShapeType.SHAPE_MESH;
1841  break;
1842  case BroadphaseNativeTypes.HFFLUID_SHAPE_PROXYTYPE:
1843  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1844  break;
1845  case BroadphaseNativeTypes.HFFLUID_BUOYANT_CONVEX_SHAPE_PROXYTYPE:
1846  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1847  break;
1848  case BroadphaseNativeTypes.INVALID_SHAPE_PROXYTYPE:
1849  ret = BSPhysicsShapeType.SHAPE_UNKNOWN;
1850  break;
1851  }
1852  return ret;
1853  }
1854 
1855  public override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape) { /* TODO */ }
1856  public override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb) { /* TODO */ }
1857 
1858  public override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin)
1859  {
1860  StaticPlaneShape m_planeshape = new StaticPlaneShape(new IndexedVector3(0,0,1),(int)pheight );
1861  m_planeshape.SetMargin(pcollisionMargin);
1862  m_planeshape.SetUserPointer(pLocalId);
1863  return new BulletShapeXNA(m_planeshape, BSPhysicsShapeType.SHAPE_GROUNDPLANE);
1864  }
1865 
1867  Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot,
1868  bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1869 
1870  {
1871  Generic6DofSpringConstraint constrain = null;
1872  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1873  RigidBody body1 = (pBody1 as BulletBodyXNA).rigidBody;
1874  RigidBody body2 = (pBody2 as BulletBodyXNA).rigidBody;
1875  if (body1 != null && body2 != null)
1876  {
1877  IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
1878  IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
1879  IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
1880  frame1._origin = frame1v;
1881 
1882  IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
1883  IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
1884  IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
1885  frame2._origin = frame1v;
1886 
1887  constrain = new Generic6DofSpringConstraint(body1, body2, ref frame1, ref frame2, puseLinearReferenceFrameA);
1888  world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1889 
1890  constrain.CalculateTransforms();
1891  }
1892 
1893  return new BulletConstraintXNA(constrain);
1894  }
1895 
1897  Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB,
1898  bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1899  {
1900  HingeConstraint constrain = null;
1901  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1902  RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1903  RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1904  if (rb1 != null && rb2 != null)
1905  {
1906  IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z);
1907  IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z);
1908  IndexedVector3 axisInA = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z);
1909  IndexedVector3 axisInB = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z);
1910  constrain = new HingeConstraint(rb1, rb2, ref pivotInA, ref pivotInB, ref axisInA, ref axisInB, puseLinearReferenceFrameA);
1911  world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1912  }
1913  return new BulletConstraintXNA(constrain);
1914  }
1915 
1917  Vector3 pframe1, Quaternion pframe1rot,
1918  Vector3 pframe2, Quaternion pframe2rot,
1919  bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
1920  {
1921  SliderConstraint constrain = null;
1922  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1923  RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1924  RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1925  if (rb1 != null && rb2 != null)
1926  {
1927  IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
1928  IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
1929  IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
1930  frame1._origin = frame1v;
1931 
1932  IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
1933  IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
1934  IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
1935  frame2._origin = frame1v;
1936 
1937  constrain = new SliderConstraint(rb1, rb2, ref frame1, ref frame2, puseLinearReferenceFrameA);
1938  world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1939  }
1940  return new BulletConstraintXNA(constrain);
1941  }
1942 
1944  Vector3 pframe1, Quaternion pframe1rot,
1945  Vector3 pframe2, Quaternion pframe2rot,
1946  bool pdisableCollisionsBetweenLinkedBodies)
1947  {
1948  ConeTwistConstraint constrain = null;
1949  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1950  RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1951  RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1952  if (rb1 != null && rb2 != null)
1953  {
1954  IndexedVector3 frame1v = new IndexedVector3(pframe1.X, pframe1.Y, pframe1.Z);
1955  IndexedQuaternion frame1rot = new IndexedQuaternion(pframe1rot.X, pframe1rot.Y, pframe1rot.Z, pframe1rot.W);
1956  IndexedMatrix frame1 = IndexedMatrix.CreateFromQuaternion(frame1rot);
1957  frame1._origin = frame1v;
1958 
1959  IndexedVector3 frame2v = new IndexedVector3(pframe2.X, pframe2.Y, pframe2.Z);
1960  IndexedQuaternion frame2rot = new IndexedQuaternion(pframe2rot.X, pframe2rot.Y, pframe2rot.Z, pframe2rot.W);
1961  IndexedMatrix frame2 = IndexedMatrix.CreateFromQuaternion(frame2rot);
1962  frame2._origin = frame1v;
1963 
1964  constrain = new ConeTwistConstraint(rb1, rb2, ref frame1, ref frame2);
1965  world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1966  }
1967  return new BulletConstraintXNA(constrain);
1968  }
1969 
1971  Vector3 paxisInA, Vector3 paxisInB,
1972  float pratio, bool pdisableCollisionsBetweenLinkedBodies)
1973  {
1974  Generic6DofConstraint constrain = null;
1975  /* BulletXNA does not have a gear constraint
1976  GearConstraint constrain = null;
1977  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1978  RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1979  RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1980  if (rb1 != null && rb2 != null)
1981  {
1982  IndexedVector3 axis1 = new IndexedVector3(paxisInA.X, paxisInA.Y, paxisInA.Z);
1983  IndexedVector3 axis2 = new IndexedVector3(paxisInB.X, paxisInB.Y, paxisInB.Z);
1984  constrain = new GearConstraint(rb1, rb2, ref axis1, ref axis2, pratio);
1985  world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
1986  }
1987  */
1988  return new BulletConstraintXNA(constrain);
1989  }
1990 
1992  Vector3 ppivotInA, Vector3 ppivotInB,
1993  bool pdisableCollisionsBetweenLinkedBodies)
1994  {
1995  Point2PointConstraint constrain = null;
1996  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
1997  RigidBody rb1 = (pBody1 as BulletBodyXNA).rigidBody;
1998  RigidBody rb2 = (pBody2 as BulletBodyXNA).rigidBody;
1999  if (rb1 != null && rb2 != null)
2000  {
2001  IndexedVector3 pivotInA = new IndexedVector3(ppivotInA.X, ppivotInA.Y, ppivotInA.Z);
2002  IndexedVector3 pivotInB = new IndexedVector3(ppivotInB.X, ppivotInB.Y, ppivotInB.Z);
2003  constrain = new Point2PointConstraint(rb1, rb2, ref pivotInA, ref pivotInB);
2004  world.AddConstraint(constrain, pdisableCollisionsBetweenLinkedBodies);
2005  }
2006  return new BulletConstraintXNA(constrain);
2007  }
2008 
2009  public override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls)
2010  {
2011  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2012  CompoundShape compoundshape = new CompoundShape(false);
2013 
2014  compoundshape.SetMargin(world.WorldSettings.Params.collisionMargin);
2015  int ii = 1;
2016 
2017  for (int i = 0; i < pHullCount; i++)
2018  {
2019  int vertexCount = (int) pConvHulls[ii];
2020 
2021  IndexedVector3 centroid = new IndexedVector3(pConvHulls[ii + 1], pConvHulls[ii + 2], pConvHulls[ii + 3]);
2022  IndexedMatrix childTrans = IndexedMatrix.Identity;
2023  childTrans._origin = centroid;
2024 
2025  List<IndexedVector3> virts = new List<IndexedVector3>();
2026  int ender = ((ii + 4) + (vertexCount*3));
2027  for (int iii = ii + 4; iii < ender; iii+=3)
2028  {
2029 
2030  virts.Add(new IndexedVector3(pConvHulls[iii], pConvHulls[iii + 1], pConvHulls[iii +2]));
2031  }
2032  ConvexHullShape convexShape = new ConvexHullShape(virts, vertexCount);
2033  convexShape.SetMargin(world.WorldSettings.Params.collisionMargin);
2034  compoundshape.AddChildShape(ref childTrans, convexShape);
2035  ii += (vertexCount*3 + 4);
2036  }
2037 
2038  return new BulletShapeXNA(compoundshape, BSPhysicsShapeType.SHAPE_HULL);
2039  }
2040 
2041  public override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)
2042  {
2043  /* TODO */ return null;
2044  }
2045 
2047  {
2048  /* TODO */ return null;
2049  }
2050 
2051  public override BulletShape CreateConvexHullShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
2052  {
2053  /* TODO */ return null;
2054  }
2055 
2056  public override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
2057  {
2058  //DumpRaw(indices,verticesAsFloats,pIndicesCount,pVerticesCount);
2059 
2060  for (int iter = 0; iter < pVerticesCount; iter++)
2061  {
2062  if (verticesAsFloats[iter] > 0 && verticesAsFloats[iter] < 0.0001) verticesAsFloats[iter] = 0;
2063  if (verticesAsFloats[iter] < 0 && verticesAsFloats[iter] > -0.0001) verticesAsFloats[iter] = 0;
2064  }
2065 
2066  ObjectArray<int> indicesarr = new ObjectArray<int>(indices);
2067  ObjectArray<float> vertices = new ObjectArray<float>(verticesAsFloats);
2068  DumpRaw(indicesarr,vertices,pIndicesCount,pVerticesCount);
2069  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2070  IndexedMesh mesh = new IndexedMesh();
2071  mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
2072  mesh.m_numTriangles = pIndicesCount/3;
2073  mesh.m_numVertices = pVerticesCount;
2074  mesh.m_triangleIndexBase = indicesarr;
2075  mesh.m_vertexBase = vertices;
2076  mesh.m_vertexStride = 3;
2077  mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
2078  mesh.m_triangleIndexStride = 3;
2079 
2080  TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
2081  tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
2082  BvhTriangleMeshShape meshShape = new BvhTriangleMeshShape(tribuilder, true,true);
2083  meshShape.SetMargin(world.WorldSettings.Params.collisionMargin);
2084  // world.UpdateSingleAabb(meshShape);
2085  return new BulletShapeXNA(meshShape, BSPhysicsShapeType.SHAPE_MESH);
2086 
2087  }
2088  public override BulletShape CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
2089  {
2090  // TODO:
2091  return null;
2092  }
2093  public static void DumpRaw(ObjectArray<int>indices, ObjectArray<float> vertices, int pIndicesCount,int pVerticesCount )
2094  {
2095 
2096  String fileName = "objTest3.raw";
2097  String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
2098  StreamWriter sw = new StreamWriter(completePath);
2099  IndexedMesh mesh = new IndexedMesh();
2100 
2101  mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
2102  mesh.m_numTriangles = pIndicesCount / 3;
2103  mesh.m_numVertices = pVerticesCount;
2104  mesh.m_triangleIndexBase = indices;
2105  mesh.m_vertexBase = vertices;
2106  mesh.m_vertexStride = 3;
2107  mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
2108  mesh.m_triangleIndexStride = 3;
2109 
2110  TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
2111  tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
2112 
2113 
2114 
2115  for (int i = 0; i < pVerticesCount; i++)
2116  {
2117 
2118  string s = vertices[indices[i * 3]].ToString("0.0000");
2119  s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
2120  s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
2121 
2122  sw.Write(s + "\n");
2123  }
2124 
2125  sw.Close();
2126  }
2127  public static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount)
2128  {
2129 
2130  String fileName = "objTest6.raw";
2131  String completePath = System.IO.Path.Combine(Util.configDir(), fileName);
2132  StreamWriter sw = new StreamWriter(completePath);
2133  IndexedMesh mesh = new IndexedMesh();
2134 
2135  mesh.m_indexType = PHY_ScalarType.PHY_INTEGER;
2136  mesh.m_numTriangles = pIndicesCount / 3;
2137  mesh.m_numVertices = pVerticesCount;
2138  mesh.m_triangleIndexBase = indices;
2139  mesh.m_vertexBase = vertices;
2140  mesh.m_vertexStride = 3;
2141  mesh.m_vertexType = PHY_ScalarType.PHY_FLOAT;
2142  mesh.m_triangleIndexStride = 3;
2143 
2144  TriangleIndexVertexArray tribuilder = new TriangleIndexVertexArray();
2145  tribuilder.AddIndexedMesh(mesh, PHY_ScalarType.PHY_INTEGER);
2146 
2147 
2148  sw.WriteLine("Indices");
2149  sw.WriteLine(string.Format("int[] indices = new int[{0}];",pIndicesCount));
2150  for (int iter = 0; iter < indices.Length; iter++)
2151  {
2152  sw.WriteLine(string.Format("indices[{0}]={1};",iter,indices[iter]));
2153  }
2154  sw.WriteLine("VerticesFloats");
2155  sw.WriteLine(string.Format("float[] vertices = new float[{0}];", pVerticesCount));
2156  for (int iter = 0; iter < vertices.Length; iter++)
2157  {
2158  sw.WriteLine(string.Format("Vertices[{0}]={1};", iter, vertices[iter].ToString("0.0000")));
2159  }
2160 
2161  // for (int i = 0; i < pVerticesCount; i++)
2162  // {
2163  //
2164  // string s = vertices[indices[i * 3]].ToString("0.0000");
2165  // s += " " + vertices[indices[i * 3 + 1]].ToString("0.0000");
2166  // s += " " + vertices[indices[i * 3 + 2]].ToString("0.0000");
2167  //
2168  // sw.Write(s + "\n");
2169  //}
2170 
2171  sw.Close();
2172  }
2173 
2174  public override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap,
2175  float scaleFactor, float collisionMargin)
2176  {
2177  const int upAxis = 2;
2178  HeightfieldTerrainShape terrainShape = new HeightfieldTerrainShape((int)size.X, (int)size.Y,
2179  heightMap, scaleFactor,
2180  minHeight, maxHeight, upAxis,
2181  false);
2182  terrainShape.SetMargin(collisionMargin);
2183  terrainShape.SetUseDiamondSubdivision(true);
2184  terrainShape.SetUserPointer(id);
2185  return new BulletShapeXNA(terrainShape, BSPhysicsShapeType.SHAPE_TERRAIN);
2186  }
2187 
2188  public override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce)
2189  {
2190  TypedConstraint tconstrain = (pConstraint as BulletConstraintXNA).constrain;
2191  bool onOff = ponOff != 0;
2192  bool ret = false;
2193 
2194  switch (tconstrain.GetConstraintType())
2195  {
2196  case TypedConstraintType.D6_CONSTRAINT_TYPE:
2197  Generic6DofConstraint constrain = tconstrain as Generic6DofConstraint;
2198  constrain.GetTranslationalLimitMotor().m_enableMotor[0] = onOff;
2199  constrain.GetTranslationalLimitMotor().m_targetVelocity[0] = targetVelocity;
2200  constrain.GetTranslationalLimitMotor().m_maxMotorForce[0] = maxMotorForce;
2201  ret = true;
2202  break;
2203  }
2204 
2205 
2206  return ret;
2207 
2208  }
2209 
2210  public override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep,
2211  out int updatedEntityCount, out int collidersCount)
2212  {
2213  /* TODO */
2214  updatedEntityCount = 0;
2215  collidersCount = 0;
2216 
2217 
2218  int ret = PhysicsStep2(world,timeStep,maxSubSteps,fixedTimeStep,out updatedEntityCount,out world.physicsScene.m_updateArray, out collidersCount, out world.physicsScene.m_collisionArray);
2219 
2220  return ret;
2221  }
2222 
2223  private int PhysicsStep2(BulletWorld pWorld, float timeStep, int m_maxSubSteps, float m_fixedTimeStep,
2224  out int updatedEntityCount, out EntityProperties[] updatedEntities,
2225  out int collidersCount, out CollisionDesc[] colliders)
2226  {
2227  int epic = PhysicsStepint(pWorld, timeStep, m_maxSubSteps, m_fixedTimeStep, out updatedEntityCount, out updatedEntities,
2228  out collidersCount, out colliders, m_maxCollisions, m_maxUpdatesPerFrame);
2229  return epic;
2230  }
2231 
2232  private int PhysicsStepint(BulletWorld pWorld,float timeStep, int m_maxSubSteps, float m_fixedTimeStep, out int updatedEntityCount,
2233  out EntityProperties[] updatedEntities, out int collidersCount, out CollisionDesc[] colliders, int maxCollisions, int maxUpdates)
2234  {
2235  int numSimSteps = 0;
2236  Array.Clear(UpdatedObjects, 0, UpdatedObjects.Length);
2237  Array.Clear(UpdatedCollisions, 0, UpdatedCollisions.Length);
2238  LastEntityProperty=0;
2239 
2240 
2241 
2242 
2243 
2244 
2245  LastCollisionDesc=0;
2246 
2247  updatedEntityCount = 0;
2248  collidersCount = 0;
2249 
2250 
2251  if (pWorld is BulletWorldXNA)
2252  {
2253  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2254 
2255  world.LastCollisionDesc = 0;
2256  world.LastEntityProperty = 0;
2257  numSimSteps = world.StepSimulation(timeStep, m_maxSubSteps, m_fixedTimeStep);
2258 
2259  PersistentManifold contactManifold;
2260  CollisionObject objA;
2261  CollisionObject objB;
2262  ManifoldPoint manifoldPoint;
2263  PairCachingGhostObject pairCachingGhostObject;
2264 
2265  m_collisionsThisFrame = 0;
2266  int numManifolds = world.GetDispatcher().GetNumManifolds();
2267  for (int j = 0; j < numManifolds; j++)
2268  {
2269  contactManifold = world.GetDispatcher().GetManifoldByIndexInternal(j);
2270  int numContacts = contactManifold.GetNumContacts();
2271  if (numContacts == 0)
2272  continue;
2273 
2274  objA = contactManifold.GetBody0() as CollisionObject;
2275  objB = contactManifold.GetBody1() as CollisionObject;
2276 
2277  manifoldPoint = contactManifold.GetContactPoint(0);
2278  //IndexedVector3 contactPoint = manifoldPoint.GetPositionWorldOnB();
2279  // IndexedVector3 contactNormal = -manifoldPoint.m_normalWorldOnB; // make relative to A
2280 
2281  RecordCollision(this, objA, objB, manifoldPoint.GetPositionWorldOnB(), -manifoldPoint.m_normalWorldOnB, manifoldPoint.GetDistance());
2282  m_collisionsThisFrame ++;
2283  if (m_collisionsThisFrame >= 9999999)
2284  break;
2285 
2286 
2287  }
2288 
2289  foreach (GhostObject ghostObject in specialCollisionObjects.Values)
2290  {
2291  pairCachingGhostObject = ghostObject as PairCachingGhostObject;
2292  if (pairCachingGhostObject != null)
2293  {
2294  RecordGhostCollisions(pairCachingGhostObject);
2295  }
2296 
2297  }
2298 
2299 
2300  updatedEntityCount = LastEntityProperty;
2301  updatedEntities = UpdatedObjects;
2302 
2303  collidersCount = LastCollisionDesc;
2304  colliders = UpdatedCollisions;
2305 
2306 
2307  }
2308  else
2309  {
2310  //if (updatedEntities is null)
2311  //updatedEntities = new List<BulletXNA.EntityProperties>();
2312  //updatedEntityCount = 0;
2313 
2314 
2315  //collidersCount = 0;
2316 
2317  updatedEntities = new EntityProperties[0];
2318 
2319 
2320  colliders = new CollisionDesc[0];
2321 
2322  }
2323  return numSimSteps;
2324  }
2325  public void RecordGhostCollisions(PairCachingGhostObject obj)
2326  {
2327  IOverlappingPairCache cache = obj.GetOverlappingPairCache();
2328  ObjectArray<BroadphasePair> pairs = cache.GetOverlappingPairArray();
2329 
2330  DiscreteDynamicsWorld world = (PhysicsScene.World as BulletWorldXNA).world;
2331  PersistentManifoldArray manifoldArray = new PersistentManifoldArray();
2332  BroadphasePair collisionPair;
2333  PersistentManifold contactManifold;
2334 
2335  CollisionObject objA;
2336  CollisionObject objB;
2337 
2338  ManifoldPoint pt;
2339 
2340  int numPairs = pairs.Count;
2341 
2342  for (int i = 0; i < numPairs; i++)
2343  {
2344  manifoldArray.Clear();
2345  if (LastCollisionDesc < UpdatedCollisions.Length)
2346  break;
2347  collisionPair = world.GetPairCache().FindPair(pairs[i].m_pProxy0, pairs[i].m_pProxy1);
2348  if (collisionPair == null)
2349  continue;
2350 
2351  collisionPair.m_algorithm.GetAllContactManifolds(manifoldArray);
2352  for (int j = 0; j < manifoldArray.Count; j++)
2353  {
2354  contactManifold = manifoldArray[j];
2355  int numContacts = contactManifold.GetNumContacts();
2356  objA = contactManifold.GetBody0() as CollisionObject;
2357  objB = contactManifold.GetBody1() as CollisionObject;
2358  for (int p = 0; p < numContacts; p++)
2359  {
2360  pt = contactManifold.GetContactPoint(p);
2361  if (pt.GetDistance() < 0.0f)
2362  {
2363  RecordCollision(this, objA, objB, pt.GetPositionWorldOnA(), -pt.m_normalWorldOnB,pt.GetDistance());
2364  break;
2365  }
2366  }
2367  }
2368  }
2369 
2370  }
2371  private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration)
2372  {
2373 
2374  IndexedVector3 contactNormal = norm;
2375  if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
2376  (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
2377  {
2378  return;
2379  }
2380  uint idA = (uint)objA.GetUserPointer();
2381  uint idB = (uint)objB.GetUserPointer();
2382  if (idA > idB)
2383  {
2384  uint temp = idA;
2385  idA = idB;
2386  idB = temp;
2387  contactNormal = -contactNormal;
2388  }
2389 
2390  //ulong collisionID = ((ulong) idA << 32) | idB;
2391 
2392  CollisionDesc cDesc = new CollisionDesc()
2393  {
2394  aID = idA,
2395  bID = idB,
2396  point = new Vector3(contact.X,contact.Y,contact.Z),
2397  normal = new Vector3(contactNormal.X,contactNormal.Y,contactNormal.Z),
2398  penetration = penetration
2399 
2400  };
2401  if (world.LastCollisionDesc < world.UpdatedCollisions.Length)
2402  world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc);
2403  m_collisionsThisFrame++;
2404 
2405 
2406  }
2407  private static EntityProperties GetDebugProperties(BulletWorld pWorld, BulletBody pCollisionObject)
2408  {
2409  EntityProperties ent = new EntityProperties();
2410  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2411  CollisionObject collisionObject = (pCollisionObject as BulletBodyXNA).rigidBody;
2412  IndexedMatrix transform = collisionObject.GetWorldTransform();
2413  IndexedVector3 LinearVelocity = collisionObject.GetInterpolationLinearVelocity();
2414  IndexedVector3 AngularVelocity = collisionObject.GetInterpolationAngularVelocity();
2415  IndexedQuaternion rotation = transform.GetRotation();
2416  ent.Acceleration = Vector3.Zero;
2417  ent.ID = (uint)collisionObject.GetUserPointer();
2418  ent.Position = new Vector3(transform._origin.X,transform._origin.Y,transform._origin.Z);
2419  ent.Rotation = new Quaternion(rotation.X,rotation.Y,rotation.Z,rotation.W);
2420  ent.Velocity = new Vector3(LinearVelocity.X, LinearVelocity.Y, LinearVelocity.Z);
2421  ent.RotationalVelocity = new Vector3(AngularVelocity.X, AngularVelocity.Y, AngularVelocity.Z);
2422  return ent;
2423  }
2424 
2425  public override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value) { /* TODO */
2426  return false; }
2427 
2428  public override Vector3 GetLocalScaling(BulletShape pShape)
2429  {
2430  CollisionShape shape = (pShape as BulletShapeXNA).shape;
2431  IndexedVector3 scale = shape.GetLocalScaling();
2432  return new Vector3(scale.X,scale.Y,scale.Z);
2433  }
2434 
2435  public bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe)
2436  {
2437  DiscreteDynamicsWorld world = (pWorld as BulletWorldXNA).world;
2438  if (world != null)
2439  {
2440  if (NotMe is BulletBodyXNA && NotMe.HasPhysicalBody)
2441  {
2442  CollisionObject AvoidBody = (NotMe as BulletBodyXNA).body;
2443 
2444  IndexedVector3 rOrigin = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z);
2445  IndexedVector3 rEnd = new IndexedVector3(_RayOrigin.X, _RayOrigin.Y, _RayOrigin.Z - pRayHeight);
2446  using (
2447  ClosestNotMeRayResultCallback rayCallback =
2448  new ClosestNotMeRayResultCallback(rOrigin, rEnd, AvoidBody)
2449  )
2450  {
2451  world.RayTest(ref rOrigin, ref rEnd, rayCallback);
2452  if (rayCallback.HasHit())
2453  {
2454  IndexedVector3 hitLocation = rayCallback.m_hitPointWorld;
2455  }
2456  return rayCallback.HasHit();
2457  }
2458  }
2459  }
2460  return false;
2461  }
2462 }
2463 
2464 
2465 
2466 
2467  public class SimMotionState : DefaultMotionState
2468  {
2469  public RigidBody Rigidbody;
2470  public Vector3 ZeroVect;
2471 
2472  private IndexedMatrix m_xform;
2473 
2474  private EntityProperties m_properties;
2475  private EntityProperties m_lastProperties;
2476  private BSAPIXNA m_world;
2477 
2478  const float POSITION_TOLERANCE = 0.05f;
2479  const float VELOCITY_TOLERANCE = 0.001f;
2480  const float ROTATION_TOLERANCE = 0.01f;
2481  const float ANGULARVELOCITY_TOLERANCE = 0.01f;
2482 
2483  public SimMotionState(BSAPIXNA pWorld, uint id, IndexedMatrix starTransform, object frameUpdates)
2484  {
2485  IndexedQuaternion OrientationQuaterion = starTransform.GetRotation();
2486  m_properties = new EntityProperties()
2487  {
2488  ID = id,
2489  Position = new Vector3(starTransform._origin.X, starTransform._origin.Y,starTransform._origin.Z),
2490  Rotation = new Quaternion(OrientationQuaterion.X,OrientationQuaterion.Y,OrientationQuaterion.Z,OrientationQuaterion.W)
2491  };
2492  m_lastProperties = new EntityProperties()
2493  {
2494  ID = id,
2495  Position = new Vector3(starTransform._origin.X, starTransform._origin.Y, starTransform._origin.Z),
2496  Rotation = new Quaternion(OrientationQuaterion.X, OrientationQuaterion.Y, OrientationQuaterion.Z, OrientationQuaterion.W)
2497  };
2498  m_world = pWorld;
2499  m_xform = starTransform;
2500  }
2501 
2502  public override void GetWorldTransform(out IndexedMatrix worldTrans)
2503  {
2504  worldTrans = m_xform;
2505  }
2506 
2507  public override void SetWorldTransform(IndexedMatrix worldTrans)
2508  {
2509  SetWorldTransform(ref worldTrans);
2510  }
2511 
2512  public override void SetWorldTransform(ref IndexedMatrix worldTrans)
2513  {
2514  SetWorldTransform(ref worldTrans, false);
2515  }
2516  public void SetWorldTransform(ref IndexedMatrix worldTrans, bool force)
2517  {
2518  m_xform = worldTrans;
2519  // Put the new transform into m_properties
2520  IndexedQuaternion OrientationQuaternion = m_xform.GetRotation();
2521  IndexedVector3 LinearVelocityVector = Rigidbody.GetLinearVelocity();
2522  IndexedVector3 AngularVelocityVector = Rigidbody.GetAngularVelocity();
2523  m_properties.Position = new Vector3(m_xform._origin.X, m_xform._origin.Y, m_xform._origin.Z);
2524  m_properties.Rotation = new Quaternion(OrientationQuaternion.X, OrientationQuaternion.Y,
2525  OrientationQuaternion.Z, OrientationQuaternion.W);
2526  // A problem with stock Bullet is that we don't get an event when an object is deactivated.
2527  // This means that the last non-zero values for linear and angular velocity
2528  // are left in the viewer who does dead reconning and the objects look like
2529  // they float off.
2530  // BulletSim ships with a patch to Bullet which creates such an event.
2531  m_properties.Velocity = new Vector3(LinearVelocityVector.X, LinearVelocityVector.Y, LinearVelocityVector.Z);
2532  m_properties.RotationalVelocity = new Vector3(AngularVelocityVector.X, AngularVelocityVector.Y, AngularVelocityVector.Z);
2533 
2534  if (force
2535 
2536  || !AlmostEqual(ref m_lastProperties.Position, ref m_properties.Position, POSITION_TOLERANCE)
2537  || !AlmostEqual(ref m_properties.Rotation, ref m_lastProperties.Rotation, ROTATION_TOLERANCE)
2538  // If the Velocity and AngularVelocity are zero, most likely the object has
2539  // been deactivated. If they both are zero and they have become zero recently,
2540  // make sure a property update is sent so the zeros make it to the viewer.
2541  || ((m_properties.Velocity == ZeroVect && m_properties.RotationalVelocity == ZeroVect)
2542  &&
2543  (m_properties.Velocity != m_lastProperties.Velocity ||
2544  m_properties.RotationalVelocity != m_lastProperties.RotationalVelocity))
2545  // If Velocity and AngularVelocity are non-zero but have changed, send an update.
2546  || !AlmostEqual(ref m_properties.Velocity, ref m_lastProperties.Velocity, VELOCITY_TOLERANCE)
2547  ||
2548  !AlmostEqual(ref m_properties.RotationalVelocity, ref m_lastProperties.RotationalVelocity,
2549  ANGULARVELOCITY_TOLERANCE)
2550  )
2551 
2552 
2553  {
2554  // Add this update to the list of updates for this frame.
2555  m_lastProperties = m_properties;
2556  if (m_world.LastEntityProperty < m_world.UpdatedObjects.Length)
2557  m_world.UpdatedObjects[m_world.LastEntityProperty++]=(m_properties);
2558 
2559  //(*m_updatesThisFrame)[m_properties.ID] = &m_properties;
2560  }
2561 
2562 
2563 
2564 
2565  }
2566  public override void SetRigidBody(RigidBody body)
2567  {
2568  Rigidbody = body;
2569  }
2570  internal static bool AlmostEqual(ref Vector3 v1, ref Vector3 v2, float nEpsilon)
2571  {
2572  return
2573  (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) &&
2574  (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) &&
2575  (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon)));
2576  }
2577 
2578  internal static bool AlmostEqual(ref Quaternion v1, ref Quaternion v2, float nEpsilon)
2579  {
2580  return
2581  (((v1.X - nEpsilon) < v2.X) && (v2.X < (v1.X + nEpsilon))) &&
2582  (((v1.Y - nEpsilon) < v2.Y) && (v2.Y < (v1.Y + nEpsilon))) &&
2583  (((v1.Z - nEpsilon) < v2.Z) && (v2.Z < (v1.Z + nEpsilon))) &&
2584  (((v1.W - nEpsilon) < v2.W) && (v2.W < (v1.W + nEpsilon)));
2585  }
2586 
2587  }
2588 }
2589 
override bool UpdateParameter(BulletWorld world, uint localID, String parm, float value)
Definition: BSAPIXNA.cs:2425
override BulletConstraint CreatePoint2PointConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 ppivotInA, Vector3 ppivotInB, bool pdisableCollisionsBetweenLinkedBodies)
Definition: BSAPIXNA.cs:1991
override Vector3 GetLinearVelocity(BulletBody pBody)
Definition: BSAPIXNA.cs:666
override void SetForceUpdateAllAabbs(BulletWorld pWorld, bool pForce)
Definition: BSAPIXNA.cs:318
override float GetLinearDamping(BulletBody pBody)
Definition: BSAPIXNA.cs:1051
void RecordGhostCollisions(PairCachingGhostObject obj)
Definition: BSAPIXNA.cs:2325
override bool IsStaticObject(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:1255
override bool RemoveConstraintFromWorld(BulletWorld pWorld, BulletConstraint pConstraint)
Definition: BSAPIXNA.cs:195
override void RemoveConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
Definition: BSAPIXNA.cs:729
override bool HasContactResponse(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:1271
override void SetAngularVelocity(BulletBody pBody, Vector3 pVector3)
Definition: BSAPIXNA.cs:360
override bool UseFrameOffset(BulletConstraint pConstraint, float onOff)
Definition: BSAPIXNA.cs:755
override Vector3 GetGravity(BulletBody pBody)
Definition: BSAPIXNA.cs:1037
override BulletShape GetCollisionShape(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:1645
override void ApplyTorque(BulletBody pBody, Vector3 pfSum)
Definition: BSAPIXNA.cs:1111
override BulletShape CreateGImpactShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
Definition: BSAPIXNA.cs:2088
override void SetLocalScaling(BulletShape pShape, Vector3 pScale)
Definition: BSAPIXNA.cs:226
override float GetContactBreakingThreshold(BulletShape pShape, float defaultFactor)
Definition: BSAPIXNA.cs:1539
override BulletShape BuildConvexHullShapeFromMesh(BulletWorld world, BulletShape meshShape)
Definition: BSAPIXNA.cs:2046
override void UpdateInertiaTensor(BulletBody pBody)
Definition: BSAPIXNA.cs:985
override bool SliderMotor(BulletConstraint pConstraint, int forceVel, int linAng, float val)
Definition: BSAPIXNA.cs:945
override void SetCollisionShape(BulletWorld pWorld, BulletBody pCollisionObject, BulletShape pShape)
Definition: BSAPIXNA.cs:1631
override void SetLinearDamping(BulletBody pBody, float lin_damping)
Definition: BSAPIXNA.cs:1044
override bool DestroyConstraint(BulletWorld pWorld, BulletConstraint pConstraint)
Definition: BSAPIXNA.cs:527
override void SetCcdMotionThreshold(BulletBody pCollisionObject, float pccdMotionThreashold)
Definition: BSAPIXNA.cs:240
override int GetNumConstraintRefs(BulletBody pBody)
Definition: BSAPIXNA.cs:742
override float GetDeactivationTime(BulletBody pBody)
Definition: BSAPIXNA.cs:1278
override CollisionObjectTypes GetBodyType(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:1024
override bool IsConcave(BulletShape pShape)
Definition: BSAPIXNA.cs:1574
override BulletConstraint Create6DofSpringConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
Definition: BSAPIXNA.cs:1866
override Vector3 CalculateLocalInertia(BulletShape pShape, float pphysMass)
Definition: BSAPIXNA.cs:430
override BulletShape BuildCapsuleShape(BulletWorld pWorld, float pRadius, float pHeight, Vector3 pScale)
Definition: BSAPIXNA.cs:1292
override bool IsNonMoving(BulletShape pShape)
Definition: BSAPIXNA.cs:1569
override bool AddObjectToWorld(BulletWorld pWorld, BulletBody pBody)
Definition: BSAPIXNA.cs:267
override float GetAngularMotionDisc(BulletShape pShape)
Definition: BSAPIXNA.cs:1534
override void GetWorldTransform(out IndexedMatrix worldTrans)
Definition: BSAPIXNA.cs:2502
override void UpdateChildTransform(BulletShape pShape, int childIndex, Vector3 pos, Quaternion rot, bool shouldRecalculateLocalAabb)
Definition: BSAPIXNA.cs:1856
SimMotionState(BSAPIXNA pWorld, uint id, IndexedMatrix starTransform, object frameUpdates)
Definition: BSAPIXNA.cs:2483
static void DumpRaw(int[] indices, float[] vertices, int pIndicesCount, int pVerticesCount)
Definition: BSAPIXNA.cs:2127
void SetWorldTransform(ref IndexedMatrix worldTrans, bool force)
Definition: BSAPIXNA.cs:2516
override CollisionFlags GetCollisionFlags(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:999
override void ClearForces(BulletBody pBody)
Definition: BSAPIXNA.cs:405
override Vector3 GetVelocityInLocalPoint(BulletBody pBody, Vector3 pos)
Definition: BSAPIXNA.cs:678
override BulletShape CreateHullShape(BulletWorld pWorld, int pHullCount, float[] pConvHulls)
Definition: BSAPIXNA.cs:2009
override void ApplyCentralForce(BulletBody pBody, Vector3 pfSum)
Definition: BSAPIXNA.cs:1099
override bool SpringEnable(BulletConstraint pConstraint, int index, float numericTrueFalse)
Definition: BSAPIXNA.cs:777
override void ClearAllForces(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:334
override BulletBody CreateBodyFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
Definition: BSAPIXNA.cs:1182
override bool SetCollisionGroupMask(BulletBody pCollisionObject, uint pGroup, uint pMask)
Definition: BSAPIXNA.cs:324
override float GetContactProcessingThreshold(BulletBody pBody)
Definition: BSAPIXNA.cs:1254
override void SetContactProcessingThreshold(BulletBody pCollisionObject, float contactprocessingthreshold)
Definition: BSAPIXNA.cs:234
override void SetActivationState(BulletBody pBody, int state)
Definition: BSAPIXNA.cs:1277
override float GetHitFraction(BulletBody pBody)
Definition: BSAPIXNA.cs:1283
override int PhysicsStep(BulletWorld world, float timeStep, int maxSubSteps, float fixedTimeStep, out int updatedEntityCount, out int collidersCount)
Definition: BSAPIXNA.cs:2210
override BulletBody CreateBodyWithDefaultMotionState(BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
Definition: BSAPIXNA.cs:1222
override void SetShapeCollisionMargin(BulletShape pShape, float pMargin)
Definition: BSAPIXNA.cs:1603
override void UpdateDeactivation(BulletBody pBody, float timeStep)
Definition: BSAPIXNA.cs:690
override bool SpringSetStiffness(BulletConstraint pConstraint, int index, float stiffness)
Definition: BSAPIXNA.cs:801
override BulletConstraint Create6DofConstraintFixed(BulletWorld pWorld, BulletBody pBody1, Vector3 pframe1, Quaternion pframe1rot, bool pUseLinearReferenceFrameB, bool pdisableCollisionsBetweenLinkedBodies)
Definition: BSAPIXNA.cs:601
override BulletShape CreateGroundPlaneShape(uint pLocalId, float pheight, float pcollisionMargin)
Definition: BSAPIXNA.cs:1858
bool RayCastGround(BulletWorld pWorld, Vector3 _RayOrigin, float pRayHeight, BulletBody NotMe)
Definition: BSAPIXNA.cs:2435
override void SetDeactivationTime(BulletBody pCollisionObject, float pDeactivationTime)
Definition: BSAPIXNA.cs:1012
override BulletConstraint CreateSliderConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
Definition: BSAPIXNA.cs:1916
override void SetConstraintNumSolverIterations(BulletConstraint pConstraint, float cnt)
Definition: BSAPIXNA.cs:555
override void SetHitFraction(BulletBody pCollisionObject, float pHitFraction)
Definition: BSAPIXNA.cs:1286
override float GetCcdSweptSphereRadius(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:498
override bool IsInfinite(BulletShape pShape)
Definition: BSAPIXNA.cs:1579
override void SetLinearFactor(BulletBody pBody, Vector3 factor)
Definition: BSAPIXNA.cs:1082
override bool CalculateTransforms(BulletConstraint pConstraint)
Definition: BSAPIXNA.cs:561
override bool IsNativeShape(BulletShape pShape)
Definition: BSAPIXNA.cs:1584
override bool IsPolyhedral(BulletShape pShape)
Definition: BSAPIXNA.cs:1554
override void SetFriction(BulletBody pCollisionObject, float _currentFriction)
Definition: BSAPIXNA.cs:456
override CollisionFlags AddToCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
Definition: BSAPIXNA.cs:258
override bool SetLinearLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
Definition: BSAPIXNA.cs:535
override void DestroyObject(BulletWorld pWorld, BulletBody pBody)
Definition: BSAPIXNA.cs:1124
override void Activate(BulletBody pCollisionObject, bool pforceactivation)
Definition: BSAPIXNA.cs:469
override BulletConstraint GetConstraintRef(BulletBody pBody, int index)
Definition: BSAPIXNA.cs:736
static void DumpRaw(ObjectArray< int >indices, ObjectArray< float > vertices, int pIndicesCount, int pVerticesCount)
Definition: BSAPIXNA.cs:2093
override void SetDamping(BulletBody pBody, float pLinear, float pAngular)
Definition: BSAPIXNA.cs:1006
override BulletShape BuildHullShapeFromMesh(BulletWorld world, BulletShape meshShape, HACDParams parms)
Definition: BSAPIXNA.cs:2041
override bool SetBreakingImpulseThreshold(BulletConstraint pConstraint, float threshold)
Definition: BSAPIXNA.cs:762
override bool IsKinematicObject(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:1261
override void SetSleepingThresholds(BulletBody pBody, float plinearSleepingThreshold, float pangularSleepingThreshold)
Definition: BSAPIXNA.cs:1018
override void Shutdown(BulletWorld pWorld)
Definition: BSAPIXNA.cs:1159
override BulletWorld Initialize(Vector3 maxPosition, ConfigurationParameters parms, int maxCollisions, ref CollisionDesc[] collisionArray, int maxUpdates, ref EntityProperties[] updateArray)
Definition: BSAPIXNA.cs:1303
override void SetMassProps(BulletBody pBody, float pphysMass, Vector3 plocalInertia)
Definition: BSAPIXNA.cs:438
override int GetNumberOfCompoundChildren(BulletShape pCompoundShape)
Definition: BSAPIXNA.cs:1688
override bool SetAngularLimits(BulletConstraint pConstraint, Vector3 low, Vector3 high)
Definition: BSAPIXNA.cs:545
override BulletConstraint CreateGearConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 paxisInA, Vector3 paxisInB, float pratio, bool pdisableCollisionsBetweenLinkedBodies)
Definition: BSAPIXNA.cs:1970
override void SetUserPointer(BulletBody pCollisionObject, IntPtr val)
Definition: BSAPIXNA.cs:511
override bool SpringSetDamping(BulletConstraint pConstraint, int index, float damping)
Definition: BSAPIXNA.cs:808
override bool HingeSetLimits(BulletConstraint pConstraint, float low, float high, float softness, float bias, float relaxation)
Definition: BSAPIXNA.cs:768
override Vector3 SetAnisotripicFriction(BulletConstraint pconstrain, Vector3 frict)
Definition: BSAPIXNA.cs:1252
override bool WantsSleeping(BulletBody pBody)
Definition: BSAPIXNA.cs:696
override Vector3 GetLocalScaling(BulletShape pShape)
Definition: BSAPIXNA.cs:2428
override BulletShape BuildNativeShape(BulletWorld pWorld, ShapeData pShapeData)
Definition: BSAPIXNA.cs:1653
OpenSim.Region.ScriptEngine.Shared.LSL_Types.Quaternion rotation
Definition: ICM_Api.cs:32
override BulletConstraint Create6DofConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
Definition: BSAPIXNA.cs:575
override bool IsStaticOrKinematicObject(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:1266
override void AddConstraintRef(BulletBody pBody, BulletConstraint pConstraint)
Definition: BSAPIXNA.cs:722
override Vector3 GetInvInertiaDiagLocal(BulletBody pBody)
Definition: BSAPIXNA.cs:378
override void SetAngularDamping(BulletBody pBody, float angularDamping)
Definition: BSAPIXNA.cs:977
override BulletConstraint Create6DofConstraintToPoint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pjoinPoint, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
Definition: BSAPIXNA.cs:629
override void AddChildShapeToCompoundShape(BulletShape pCShape, BulletShape paddShape, Vector3 displacementPos, Quaternion displacementRot)
Definition: BSAPIXNA.cs:1694
override BulletShape GetChildShapeFromCompoundShapeIndex(BulletShape cShape, int indx)
Definition: BSAPIXNA.cs:1715
override Vector3 GetAngularVelocity(BulletBody pBody)
Definition: BSAPIXNA.cs:672
override void ForceActivationState(BulletBody pCollisionObject, ActivationState pActivationState)
Definition: BSAPIXNA.cs:296
override float GetLinearSleepingThreshold(BulletBody pBody)
Definition: BSAPIXNA.cs:1063
override bool SliderSet(BulletConstraint pConstraint, int softRestDamp, int dirLimOrtho, int linAng, float val)
Definition: BSAPIXNA.cs:845
override Vector3 GetAnisotripicFriction(BulletConstraint pconstrain)
Definition: BSAPIXNA.cs:1246
override void SetMargin(BulletShape pShape, float pMargin)
Definition: BSAPIXNA.cs:214
override void SetObjectForce(BulletBody pBody, Vector3 _force)
Definition: BSAPIXNA.cs:449
override BulletConstraint CreateHingeConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 ppivotInA, Vector3 ppivotInB, Vector3 paxisInA, Vector3 paxisInB, bool puseLinearReferenceFrameA, bool pdisableCollisionsBetweenLinkedBodies)
Definition: BSAPIXNA.cs:1896
override CollisionFlags SetCollisionFlags(BulletBody pCollisionObject, CollisionFlags collisionFlags)
Definition: BSAPIXNA.cs:1239
override Quaternion GetOrientation(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:476
override bool PushUpdate(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:1514
override BulletShape RemoveChildShapeFromCompoundShapeIndex(BulletShape pCShape, int pii)
Definition: BSAPIXNA.cs:1706
override bool SliderSetLimits(BulletConstraint pConstraint, int lowerUpper, int linAng, float val)
Definition: BSAPIXNA.cs:815
override bool IsInWorld(BulletWorld pWorld, BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:715
override void ApplyDamping(BulletBody pBody, float timeStep)
Definition: BSAPIXNA.cs:1069
override void SetConstraintEnable(BulletConstraint pConstraint, float p_2)
Definition: BSAPIXNA.cs:568
override BulletBody CreateGhostFromShape(BulletWorld pWorld, BulletShape pShape, uint pLocalID, Vector3 pRawPosition, Quaternion pRawOrientation)
Definition: BSAPIXNA.cs:1610
override void SetGravity(BulletBody pBody, Vector3 pGravity)
Definition: BSAPIXNA.cs:517
override bool SetFrames(BulletConstraint pConstraint, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot)
Definition: BSAPIXNA.cs:650
override void SetRestitution(BulletBody pCollisionObject, float pRestitution)
Definition: BSAPIXNA.cs:203
override void UpdateSingleAabb(BulletWorld pWorld, BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:302
override void SetWorldTransform(ref IndexedMatrix worldTrans)
Definition: BSAPIXNA.cs:2512
override bool SliderMotorEnable(BulletConstraint pConstraint, int linAng, float numericTrueFalse)
Definition: BSAPIXNA.cs:931
override BulletShape CreateTerrainShape(uint id, Vector3 size, float minHeight, float maxHeight, float[] heightMap, float scaleFactor, float collisionMargin)
Definition: BSAPIXNA.cs:2174
override void ApplyForce(BulletBody pBody, Vector3 force, Vector3 pos)
Definition: BSAPIXNA.cs:390
override bool IsConvex(BulletShape pShape)
Definition: BSAPIXNA.cs:1564
override Vector3 GetTotalTorque(BulletBody pBody)
Definition: BSAPIXNA.cs:372
override float GetAngularDamping(BulletBody pBody)
Definition: BSAPIXNA.cs:1057
override BulletConstraint CreateConeTwistConstraint(BulletWorld pWorld, BulletBody pBody1, BulletBody pBody2, Vector3 pframe1, Quaternion pframe1rot, Vector3 pframe2, Quaternion pframe2rot, bool pdisableCollisionsBetweenLinkedBodies)
Definition: BSAPIXNA.cs:1943
override BulletShape CreateCompoundShape(BulletWorld pWorld, bool enableDynamicAabbTree)
Definition: BSAPIXNA.cs:1683
override bool IsCompound(BulletShape pShape)
Definition: BSAPIXNA.cs:1544
override int GetActivationState(BulletBody pBody)
Definition: BSAPIXNA.cs:1276
override bool TranslationalLimitMotor(BulletConstraint pConstraint, float ponOff, float targetVelocity, float maxMotorForce)
Definition: BSAPIXNA.cs:2188
override bool DeleteCollisionShape(BulletWorld pWorld, BulletShape pShape)
Definition: BSAPIXNA.cs:1175
override float GetFriction(BulletBody pBody)
Definition: BSAPIXNA.cs:1281
override Vector3 GetAngularFactor(BulletBody pBody)
Definition: BSAPIXNA.cs:708
override bool AddConstraintToWorld(BulletWorld pWorld, BulletConstraint pConstraint, bool pDisableCollisionsBetweenLinkedObjects)
Definition: BSAPIXNA.cs:185
override BulletShape CreateMeshShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
Definition: BSAPIXNA.cs:2056
override void SetAngularFactorV(BulletBody pBody, Vector3 pAngularFactor)
Definition: BSAPIXNA.cs:252
override bool IsSoftBody(BulletShape pShape)
Definition: BSAPIXNA.cs:1549
override bool SpringSetEquilibriumPoint(BulletConstraint pConstraint, int index, float equilibriumPoint)
Definition: BSAPIXNA.cs:784
BSAPIXNA(string paramName, BSScene physScene)
Definition: BSAPIXNA.cs:148
override void SetRigidBody(RigidBody body)
Definition: BSAPIXNA.cs:2566
override void ApplyTorqueImpulse(BulletBody pBody, Vector3 pfSum)
Definition: BSAPIXNA.cs:1117
override bool ClearCollisionProxyCache(BulletWorld pWorld, BulletBody pBody)
Definition: BSAPIXNA.cs:172
override void ApplyCentralImpulse(BulletBody pBody, Vector3 pfSum)
Definition: BSAPIXNA.cs:1105
override void SetLinearVelocity(BulletBody pBody, Vector3 _velocity)
Definition: BSAPIXNA.cs:462
override float GetRestitution(BulletBody pBody)
Definition: BSAPIXNA.cs:1280
override bool GetForceUpdateAllAabbs(BulletWorld pWorld)
Definition: BSAPIXNA.cs:313
override void ApplyImpulse(BulletBody pBody, Vector3 imp, Vector3 pos)
Definition: BSAPIXNA.cs:397
override float GetMargin(BulletShape pShape)
Definition: BSAPIXNA.cs:220
override int GetShapeType(BulletShape pShape)
Definition: BSAPIXNA.cs:209
override BulletShape DuplicateCollisionShape(BulletWorld pWorld, BulletShape pShape, uint id)
Definition: BSAPIXNA.cs:1165
override CollisionFlags RemoveFromCollisionFlags(BulletBody pCollisionObject, CollisionFlags pcollisionFlags)
Definition: BSAPIXNA.cs:483
override IntPtr GetUserPointer(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:505
override void RemoveChildShapeFromCompoundShape(BulletShape cShape, BulletShape removeShape)
Definition: BSAPIXNA.cs:1855
override void Translate(BulletBody pCollisionObject, Vector3 trans)
Definition: BSAPIXNA.cs:685
override Vector3 GetLinearFactor(BulletBody pBody)
Definition: BSAPIXNA.cs:1075
override Vector3 GetPosition(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:423
override void RecalculateCompoundShapeLocalAabb(BulletShape pCompoundShape)
Definition: BSAPIXNA.cs:992
override void SetCenterOfMassByPosRot(BulletBody pBody, Vector3 pos, Quaternion rot)
Definition: BSAPIXNA.cs:1088
override float GetCcdMotionThreshold(BulletBody pCollisionObject)
Definition: BSAPIXNA.cs:492
override void SetAngularFactor(BulletBody pBody, float factor)
Definition: BSAPIXNA.cs:702
override void SetInvInertiaDiagLocal(BulletBody pBody, Vector3 inert)
Definition: BSAPIXNA.cs:384
override Vector3 GetTotalForce(BulletBody pBody)
Definition: BSAPIXNA.cs:366
override void SetTranslation(BulletBody pCollisionObject, Vector3 _position, Quaternion _orientation)
Definition: BSAPIXNA.cs:411
override void UpdateAabbs(BulletWorld pWorld)
Definition: BSAPIXNA.cs:309
override void SetInterpolationAngularVelocity(BulletBody pCollisionObject, Vector3 pVector3)
Definition: BSAPIXNA.cs:353
override BulletShape CreateConvexHullShape(BulletWorld pWorld, int pIndicesCount, int[] indices, int pVerticesCount, float[] verticesAsFloats)
Definition: BSAPIXNA.cs:2051
override bool IsConvex2d(BulletShape pShape)
Definition: BSAPIXNA.cs:1559
override void SetCcdSweptSphereRadius(BulletBody pCollisionObject, float pCcdSweptSphereRadius)
Definition: BSAPIXNA.cs:246
override bool IsActive(BulletBody pBody)
Definition: BSAPIXNA.cs:1279
override void SetInterpolationLinearVelocity(BulletBody pCollisionObject, Vector3 VehicleVelocity)
Definition: BSAPIXNA.cs:748
override void SetWorldTransform(IndexedMatrix worldTrans)
Definition: BSAPIXNA.cs:2507
BSPhysicsShapeType BSShapeTypeFromBroadPhaseNativeType(BroadphaseNativeTypes pin)
Definition: BSAPIXNA.cs:1727
override void ApplyGravity(BulletBody pBody)
Definition: BSAPIXNA.cs:1030
override bool RemoveObjectFromWorld(BulletWorld pWorld, BulletBody pBody)
Definition: BSAPIXNA.cs:158
override void SetInterpolationVelocity(BulletBody pBody, Vector3 linearVel, Vector3 angularVel)
Definition: BSAPIXNA.cs:1282
override bool HasAnisotripicFriction(BulletConstraint pconstrain)
Definition: BSAPIXNA.cs:1253