Beispiel #1
0
        public bool m_needcleanup;				// Need to run cleanup?

        public DbvtBroadphase(IOverlappingPairCache paircache)
        {
            for (int i = 0; i < m_sets.Length; i++)
                m_sets[i] = new Dbvt();
            m_deferedcollide = false;
            m_needcleanup = true;
            m_releasepaircache = (paircache != null) ? false : true;
            m_prediction = 0;
            m_stageCurrent = 0;
            m_fixedleft = 0;
            m_fupdates = 1;
            m_dupdates = 0;
            m_cupdates = 10;
            m_newpairs = 1;
            m_updates_call = 0;
            m_updates_done = 0;
            m_updates_ratio = 0;
            m_paircache = (paircache != null) ? paircache : new HashedOverlappingPairCache();
            m_gid = 0;
            m_pid = 0;
            m_cid = 0;
            for (int i = 0; i <= STAGECOUNT; ++i)
            {
                m_stageRoots[i] = null;
            }
#if DBVT_BP_PROFILE
	        clear(m_profiling);
#endif
        }
Beispiel #2
0
        public DbvtBroadphase(IOverlappingPairCache paircache)
        {
            m_sets[0] = new Dbvt();
            m_sets[1] = new Dbvt();

            m_deferedcollide = false;
            m_needcleanup = true;
            m_releasepaircache = (paircache != null) ? false : true;
            m_prediction = 0;
            m_stageCurrent = 0;
            m_fixedleft = 0;
            m_fupdates = 1;
            m_dupdates = 0;
            m_cupdates = 10;
            m_newpairs = 1;
            m_updates_call = 0;
            m_updates_done = 0;
            m_updates_ratio = 0;
            m_paircache = paircache != null ? paircache : new HashedOverlappingPairCache();
            m_gid = 0;
            m_pid = 0;
            m_cid = 0;
#if DBVT_BP_PROFILE
            m_profiling = new ProfileBlock();
	        m_profiling.clear();
#endif        
        }
		public ClosestNotMeConvexResultCallback(CollisionObject me, ref Vector3 fromA, ref Vector3 toA, IOverlappingPairCache pairCache, IDispatcher dispatcher) :
			base(ref fromA, ref toA)
		{
			m_allowedPenetration = 0.0f;
			m_me = me;
			m_pairCache = pairCache;
			m_dispatcher = dispatcher;
		}
        public MultiSapBroadphase(int maxProxies,IOverlappingPairCache pairCache)
        {
            m_overlappingPairs = pairCache;
            m_optimizedAabbTree = null;
            m_ownsPairCache = false;
            m_invalidPair = 0;

        	if (m_overlappingPairs == null)
	        {
		        m_ownsPairCache = true;
		        m_overlappingPairs = new SortedOverlappingPairCache();
	        }
            m_filterCallback = new MultiSapOverlapFilterCallback();

            m_overlappingPairs.SetOverlapFilterCallback(m_filterCallback);
            //	mem = btAlignedAlloc(sizeof(btSimpleBroadphase),16);
            //	m_simpleBroadphase = new (mem) btSimpleBroadphase(maxProxies,m_overlappingPairs);
        }
        public SimpleBroadphase(int maxProxies, IOverlappingPairCache overlappingPairCache)
        {
            if (overlappingPairCache == null)
            {
                overlappingPairCache = new HashedOverlappingPairCache();
                m_ownsPairCache = true;
            }
            m_pHandles = new SimpleBroadphaseProxy[maxProxies];
            m_pairCache = overlappingPairCache;
            m_maxHandles = maxProxies;
            m_numHandles = 0;
            m_firstFreeHandle = 0;
            m_LastHandleIndex = -1;

            for (int i = m_firstFreeHandle; i < maxProxies; i++)
            {
                m_pHandles[i] = new SimpleBroadphaseProxy(i);
                m_pHandles[i].SetNextFree(i + 1);
                m_pHandles[i].m_uniqueId = ++m_proxyCounter; ;//any UID will do, we just avoid too trivial values (0,1) for debugging purposes
            }
            m_pHandles[maxProxies - 1].SetNextFree(0);

        }
        public override void InitializeDemo()
        {
            base.InitializeDemo();
            SetCameraDistance(SCALING * 50f);

            //string filename = @"e:\users\man\bullet\xna-largemesh-output.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;

            //pairCache = new SortedOverlappingPairCache();

            m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();

            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);

            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            //CollisionShape groundShape = new BoxShape(ref halfExtents);
            //CollisionShape groundShape = new StaticPlaneShape(IndexedVector3.Up, 50);
            CollisionShape groundShape = BuildLargeMesh();

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, 0, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            //IndexedMatrix rotateMatrix = IndexedMatrix.CreateFromYawPitchRoll(0, MathUtil.SIMD_PI / 2.0f, 0);
            //IndexedMatrix rotateMatrix = IndexedMatrix.Identity;
            IndexedMatrix rotateMatrix = IndexedMatrix.Identity;

            rotateMatrix._basis.SetEulerZYX(0, 0, MathUtil.SIMD_PI * 0.7f);


            rotateMatrix._origin = IndexedVector3.Zero;
            float mass = 0f;

            LocalCreateRigidBody(mass, ref rotateMatrix, groundShape);


            CollisionShape boxShape = new BoxShape(new IndexedVector3(0.2f, 0.2f, 0.2f));
            //CollisionShape boxShape = new SphereShape(0.2f);
            //CollisionShape boxShape = new CylinderShapeX(new IndexedVector3(0.2f, 0.4f, 0.2f));
            //CollisionShape boxShape = new CapsuleShape(0.2f, 0.4f);
            IndexedMatrix boxTransform = IndexedMatrix.Identity;

            boxTransform._basis.SetEulerZYX(MathUtil.SIMD_PI * 0.2f, MathUtil.SIMD_PI * 0.4f, MathUtil.SIMD_PI * 0.7f);
            boxTransform._origin = new IndexedVector3(0.0f, 5.0f, 0.0f);


            LocalCreateRigidBody(1.25f, boxTransform, boxShape);

            ClientResetScene();
        }
Beispiel #7
0
 public AxisSweep3(btVector3 worldAabbMin, btVector3 worldAabbMax, ushort maxHandles, IOverlappingPairCache pairCache, bool disableRaycastAccelerator)
 {
     Debug.Assert(maxHandles > 1 && maxHandles < 32767);
     Constructor(worldAabbMin, worldAabbMax, 0xfffe, 0xffff, maxHandles, pairCache, disableRaycastAccelerator);
 }
Beispiel #8
0
 public CleanPairCallback(BroadphaseProxy cleanProxy, IOverlappingPairCache pairCache, IDispatcher dispatcher)
 {
     m_cleanProxy = cleanProxy;
     m_pairCache  = pairCache;
     m_dispatcher = dispatcher;
 }
Beispiel #9
0
 public AxisSweep3(btVector3 worldAabbMin, btVector3 worldAabbMax, ushort maxHandles, IOverlappingPairCache pairCache)
 {
     Debug.Assert(maxHandles > 1 && maxHandles < 32767);
     Constructor(worldAabbMin, worldAabbMax, 0xfffe, 0xffff, maxHandles, pairCache, false);
 }
		public ClosestNotMeConvexResultCallback(CollisionObject me, Vector3 fromA, Vector3 toA, IOverlappingPairCache pairCache, IDispatcher dispatcher)
			: this(me, ref fromA, ref toA, pairCache, dispatcher)
		{
		}
Beispiel #11
0
        public override void InitializeDemo()
        {
            //maxiterations = 10;
            SetCameraDistance(SCALING * 50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);


            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = -worldMin;

            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            IOverlappingPairCache pairCache = null;

            //pairCache = new SortedOverlappingPairCache();
            pairCache = new HashedOverlappingPairCache();

            m_broadphase = new DbvtBroadphase(pairCache);

            BulletGlobals.gDebugDraw = Game1.Instance.shape_drawer;

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();

            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);

            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);

            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            float         mass            = 0f;

            float topY    = 2.5f;
            float bottomY = 0.5f;

            float diff  = 10f;
            float left  = -(diff / 2f);
            float right = -left;


            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
            {
                /// Create Dynamic Objects
                IndexedMatrix startTransform = IndexedMatrix.Identity;

                mass = 0f;

                //rigidbody is dynamic if and only if mass is non zero, otherwise static
                bool isDynamic = mass != 0f;


                RigidBody rb = null;

                //startTransform._origin = new IndexedVector3(left, topY, 0);
                //collisionTopLeftCorner = BuildCorner(vertices, topLeft);
                //rb = LocalCreateRigidBody(0f, startTransform, collisionTopLeftCorner);
                //rb.SetUserPointer("TopLeftCorner");

                //startTransform._origin = new IndexedVector3(right, topY, 0);
                //collisionTopRightCorner = BuildCorner(vertices, topRight);
                //rb = LocalCreateRigidBody(0f, startTransform, collisionTopRightCorner);
                //rb.SetUserPointer("TopRightCorner");

                startTransform._origin    = new IndexedVector3(left, bottomY, 0);
                collisionBottomLeftCorner = BuildCorner(vertices, bottomLeft);
                rb = LocalCreateRigidBody(0f, startTransform, collisionBottomLeftCorner);
                rb.SetUserPointer("BottomLeftCorner");

                startTransform._origin     = new IndexedVector3(right, bottomY, 0);
                collisionBottomRightCorner = BuildCorner(vertices, bottomRight);
                rb = LocalCreateRigidBody(0f, startTransform, collisionBottomRightCorner);
                rb.SetUserPointer("BottomRightCorner");


                startTransform._origin = IndexedVector3.Zero;

                m_playerSphere = LocalCreateRigidBody(1f, startTransform, new SphereShape(0.25f));
                m_playerSphere.SetActivationState(ActivationState.DISABLE_DEACTIVATION);
            }



            BulletGlobals.gDebugDraw.SetDebugMode(BulletMonogame.LinearMath.DebugDrawModes.DBG_DrawAabb | BulletMonogame.LinearMath.DebugDrawModes.DBG_DrawNormals | BulletMonogame.LinearMath.DebugDrawModes.DBG_DrawContactPoints);
            m_dynamicsWorld.SetDebugDrawer(BulletGlobals.gDebugDraw);

            //ClientResetScene();
        }
Beispiel #12
0
        public void Constructor(btVector3 worldAabbMin, btVector3 worldAabbMax, UInt16 handleMask, UInt16 handleSentinel, UInt16 userMaxHandles, IOverlappingPairCache pairCache, bool disableRaycastAccelerator)
        {
            m_bpHandleMask = handleMask;
            m_handleSentinel = handleSentinel;
            m_pairCache = pairCache;
            m_userPairCallback = null;
            //m_ownsPairCache=false;
            m_invalidPair = 0;
            m_raycastAccelerator = null;

            UInt16 maxHandles = (ushort)(userMaxHandles + 1);//need to add one sentinel handle

            if (m_pairCache == null)
            {
                m_pairCache = new HashedOverlappingPairCache();
                //m_ownsPairCache = true;
            }

            if (!disableRaycastAccelerator)
            {
                m_nullPairCache = new NullPairCache();
                m_raycastAccelerator = new DbvtBroadphase(m_nullPairCache);//m_pairCache);
                m_raycastAccelerator.m_deferedcollide = true;//don't add/remove pairs
            }

            // init bounds
            m_worldAabbMin = worldAabbMin;
            m_worldAabbMax = worldAabbMax;

            btVector3 aabbSize = m_worldAabbMax - m_worldAabbMin;

            UInt16 maxInt = m_handleSentinel;

            m_quantize = new btVector3(maxInt, maxInt, maxInt) / aabbSize;

            // allocate handles buffer, using btAlignedAlloc, and put all handles on free list
            m_pHandles = new Handle[maxHandles];
            for (int i = 0; i < maxHandles; i++)
                m_pHandles[i] = new Handle();

            //m_maxHandles = maxHandles;
            m_numHandles = 0;

            // handle 0 is reserved as the null index, and is also used as the sentinel
            m_firstFreeHandle = 1;
            {
                for (UInt16 i = m_firstFreeHandle; i < m_pHandles.Length; i++)
                    m_pHandles[i].SetNextFree((ushort)(i + 1));
                m_pHandles[m_pHandles.Length - 1].SetNextFree(0);
            }

            {
                // allocate edge buffers
                for (int i = 0; i < 3; i++)
                {
                    m_pEdges[i] = new Edge[maxHandles * 2];
                }
            }
            //removed overlap management

            // make boundary sentinels

            m_pHandles[0].m_clientObject = null;

            for (int axis = 0; axis < 3; axis++)
            {
                m_pHandles[0].m_minEdges[axis] = 0;
                m_pHandles[0].m_maxEdges[axis] = 1;

                m_pEdges[axis][0].m_pos = 0;
                m_pEdges[axis][0].m_handle = 0;
                m_pEdges[axis][1].m_pos = m_handleSentinel;
                m_pEdges[axis][1].m_handle = 0;

#if DEBUG_BROADPHASE
		        debugPrintAxis(axis);
#endif //DEBUG_BROADPHASE

            }
        }
Beispiel #13
0
 public virtual void DispatchAllCollisionPairs(IOverlappingPairCache pairCache, DispatcherInfo dispatchInfo, IDispatcher dispatcher)
 {
     m_collisionCallback.Initialize(dispatchInfo, this);
     pairCache.ProcessAllOverlappingPairs(m_collisionCallback, dispatcher);
     m_collisionCallback.cleanup();
 }
Beispiel #14
0
		//public AxisSweep3Internal(ref Vector3 worldAabbMin,ref Vector3 worldAabbMax, int handleMask, int handleSentinel, int maxHandles = 16384, OverlappingPairCache* pairCache=0,bool disableRaycastAccelerator = false);
		public AxisSweep3Internal(ref Vector3 worldAabbMin, ref Vector3 worldAabbMax, int handleMask, ushort handleSentinel, ushort userMaxHandles, IOverlappingPairCache pairCache, bool disableRaycastAccelerator)
		{
			m_bpHandleMask = (handleMask);
			m_handleSentinel = (handleSentinel);
			m_pairCache = (pairCache);
			m_userPairCallback = null;
			m_ownsPairCache = (false);
			m_invalidPair = 0;
			m_raycastAccelerator = null;
			ushort maxHandles = (ushort)(userMaxHandles+1);//need to add one sentinel handle

			if (m_pairCache == null)
			{
				m_pairCache = new HashedOverlappingPairCache();
				m_ownsPairCache = true;
			}

			if (!disableRaycastAccelerator)
			{
				m_nullPairCache = new NullPairCache();
				m_raycastAccelerator = new DbvtBroadphase(m_nullPairCache);//m_pairCache);
				m_raycastAccelerator.m_deferedcollide = true;//don't add/remove pairs
			}

			//btAssert(bounds.HasVolume());

			// init bounds
			m_worldAabbMin = worldAabbMin;
			m_worldAabbMax = worldAabbMax;

			Vector3 aabbSize = m_worldAabbMax - m_worldAabbMin;

			int maxInt = m_handleSentinel;

			m_quantize = new Vector3((float)maxInt,(float)maxInt,(float)maxInt) / aabbSize;

			// allocate handles buffer, using btAlignedAlloc, and put all handles on free list
			m_pHandles = new Handle[maxHandles];
			for (int i = 0; i < m_pHandles.Length; ++i)
			{
				m_pHandles[i] = new Handle();
			}

			m_maxHandles = maxHandles;
			m_numHandles = 0;

			// handle 0 is reserved as the null index, and is also used as the sentinel
			m_firstFreeHandle = 1;
			{
				for (ushort i = m_firstFreeHandle; i < maxHandles; i++)
				{
					ushort nextFree = (ushort)(i + (ushort)1);
					m_pHandles[i].SetNextFree(nextFree);
				}
				m_pHandles[maxHandles - 1].SetNextFree(0);
			}

			{
				m_pEdges = new Edge[3, (maxHandles * 2)];
				// allocate edge buffers
				for (int i = 0; i < 3; i++)
				{
					for (int j = 0; j < maxHandles * 2; ++j)
					{
						m_pEdges[i,j] = new Edge();
					}
				}
			}
			//removed overlap management

			// make boundary sentinels
    	
			m_pHandles[0].SetClientObject(null);

			for (int axis = 0; axis < 3; axis++)
			{
				m_pHandles[0].m_minEdges[axis] = 0;
				m_pHandles[0].m_maxEdges[axis] = 1;

				m_pEdges[axis,0].m_pos = 0;
				m_pEdges[axis,0].m_handle = 0;
				m_pEdges[axis,1].m_pos = m_handleSentinel;
				m_pEdges[axis,1].m_handle = 0;

		    
#if DEBUG_BROADPHASE
		    debugPrintAxis(axis);
#endif //DEBUG_BROADPHASE

			}
		}
Beispiel #15
0
        //public AxisSweep3Internal(ref IndexedVector3 worldAabbMin,ref IndexedVector3 worldAabbMax, int handleMask, int handleSentinel, int maxHandles = 16384, OverlappingPairCache* pairCache=0,bool disableRaycastAccelerator = false);
        public AxisSweep3Internal(ref IndexedVector3 worldAabbMin, ref IndexedVector3 worldAabbMax, int handleMask, ushort handleSentinel, ushort userMaxHandles, IOverlappingPairCache pairCache, bool disableRaycastAccelerator)
        {
            m_bpHandleMask       = (handleMask);
            m_handleSentinel     = (handleSentinel);
            m_pairCache          = (pairCache);
            m_userPairCallback   = null;
            m_ownsPairCache      = (false);
            m_invalidPair        = 0;
            m_raycastAccelerator = null;
            ushort maxHandles = (ushort)(userMaxHandles + 1);//need to add one sentinel handle

            if (m_pairCache == null)
            {
                m_pairCache     = new HashedOverlappingPairCache();
                m_ownsPairCache = true;
            }

            if (!disableRaycastAccelerator)
            {
                m_nullPairCache      = new NullPairCache();
                m_raycastAccelerator = new DbvtBroadphase(m_nullPairCache); //m_pairCache);
                m_raycastAccelerator.m_deferedcollide = true;               //don't add/remove pairs
            }

            //btAssert(bounds.HasVolume());

            // init bounds
            m_worldAabbMin = worldAabbMin;
            m_worldAabbMax = worldAabbMax;

            IndexedVector3 aabbSize = m_worldAabbMax - m_worldAabbMin;

            int maxInt = m_handleSentinel;

            m_quantize = new IndexedVector3((float)maxInt) / aabbSize;

            // allocate handles buffer, using btAlignedAlloc, and put all handles on free list
            m_pHandles = new Handle[maxHandles];
            for (int i = 0; i < m_pHandles.Length; ++i)
            {
                m_pHandles[i] = new Handle();
            }

            m_maxHandles = maxHandles;
            m_numHandles = 0;

            // handle 0 is reserved as the null index, and is also used as the sentinel
            m_firstFreeHandle = 1;
            {
                for (ushort i = m_firstFreeHandle; i < maxHandles; i++)
                {
                    ushort nextFree = (ushort)(i + (ushort)1);
                    m_pHandles[i].SetNextFree(nextFree);
                }
                m_pHandles[maxHandles - 1].SetNextFree(0);
            }

            {
                m_pEdges = new Edge[3, (maxHandles * 2)];
                // allocate edge buffers
                for (int i = 0; i < 3; i++)
                {
                    for (int j = 0; j < maxHandles * 2; ++j)
                    {
                        m_pEdges[i, j] = new Edge();
                    }
                }
            }
            //removed overlap management

            // make boundary sentinels

            m_pHandles[0].SetClientObject(null);

            for (int axis = 0; axis < 3; axis++)
            {
                m_pHandles[0].m_minEdges[axis] = 0;
                m_pHandles[0].m_maxEdges[axis] = 1;

                m_pEdges[axis, 0].m_pos    = 0;
                m_pEdges[axis, 0].m_handle = 0;
                m_pEdges[axis, 1].m_pos    = m_handleSentinel;
                m_pEdges[axis, 1].m_handle = 0;


#if DEBUG_BROADPHASE
                debugPrintAxis(axis);
#endif //DEBUG_BROADPHASE
            }
        }
Beispiel #16
0
        public override void InitializeDemo()
        {
            SetCameraDistance(30f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);

            m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;

            //pairCache = new SortedOverlappingPairCache();

            m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();

            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);

            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);

            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;

            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
            {
                int   numBlocksTall = 10; //18; //How many 'stories' tall.
                float blockWidth    = 6f; //Total width/length of the tower.
                float blockHeight   = 2f;


                //create a few dynamic rigidbodies
                IndexedVector3 extents        = new IndexedVector3(blockWidth / 3, blockHeight, blockWidth);
                IndexedVector3 boxHalfExtents = extents * 0.5f;

                CollisionShape colShape = new BoxShape(boxHalfExtents);
                //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
                //CollisionShape colShape = new CylinderShape(new IndexedVector3(1f, 1, 1f));
                //m_collisionShapes.Add(colShape);

                /// Create Dynamic Objects
                IndexedMatrix startTransform = IndexedMatrix.Identity;

                mass = 1f;

                //rigidbody is dynamic if and only if mass is non zero, otherwise static
                bool isDynamic = mass != 0f;

                IndexedVector3 localInertia = IndexedVector3.Zero;
                if (isDynamic)
                {
                    colShape.CalculateLocalInertia(mass, out localInertia);
                }



                //The default number of iterations is 10, which works fine, but this demo
                //is all about stability (it's jenga!).  Increase the iterations a bit.
                //Even though it's using twice as many iterations, it will early-out
                //before reaching the limit MOST of the time.
                //It's still pretty playable at around 7-8 max iterations, though.

                IndexedMatrix transform = IndexedMatrix.Identity;
                for (int i = 0; i < numBlocksTall; i++)
                {
                    if (i % 2 == 0)
                    {
                        for (int j = 0; j < 3; j++)
                        {
                            transform = IndexedMatrix.Identity;
                            IndexedVector3 position = new IndexedVector3(j * (blockWidth / 3) - blockWidth / 3,
                                                                         blockHeight / 2 + i * (blockHeight),
                                                                         0);
                            //position += boxHalfExtents;
                            transform._origin = position;
                            RigidBody rb = LocalCreateRigidBody(mass, transform, colShape);
                            rb.SetActivationState(ActivationState.ISLAND_SLEEPING);
                        }
                    }
                    else
                    {
                        transform = IndexedMatrix.CreateRotationY(MathUtil.SIMD_HALF_PI);
                        for (int j = 0; j < 3; j++)
                        {
                            IndexedVector3 position = new IndexedVector3(0,
                                                                         blockHeight / 2 + (i) * (blockHeight),
                                                                         j * (blockWidth / 3) - blockWidth / 3f);
                            transform._origin = position;
                            //position += boxHalfExtents;
                            transform._origin = position;
                            RigidBody rb = LocalCreateRigidBody(mass, transform, colShape);
                            rb.SetActivationState(ActivationState.ISLAND_SLEEPING);
                        }
                    }
                }
                //game.Camera.Position = new Vector3(0, 5, 15);
            }

            ClientResetScene();
        }
 public void Constructor(BroadphaseProxy cleanProxy, IOverlappingPairCache pairCache, IDispatcher dispatcher)
 {
     m_cleanProxy = cleanProxy;
     m_pairCache = pairCache;
     m_dispatcher = dispatcher;
 }
Beispiel #18
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		public virtual void Cleanup()
		{
			if (m_raycastAccelerator != null)
			{
				m_nullPairCache.Cleanup();
				m_nullPairCache = null;
				m_raycastAccelerator.Cleanup();
				m_raycastAccelerator = null;
			}

			for (int i = 0; i < m_pHandles.Length; ++i)
			{
				m_pHandles[i].Cleanup();
			}
			m_pHandles = null;
			if (m_ownsPairCache)
			{
				m_pairCache = null;
			}
		}
        }                                              // for pool

        public ClosestNotMeConvexResultCallback(CollisionObject me, IndexedVector3 fromA, IndexedVector3 toA, IOverlappingPairCache pairCache, IDispatcher dispatcher)
            : this(me, ref fromA, ref toA, pairCache, dispatcher)
        {
        }
 public virtual void DispatchAllCollisionPairs(IOverlappingPairCache pairCache, DispatcherInfo dispatchInfo, IDispatcher dispatcher)
 {
     m_collisionCallback.Initialize(dispatchInfo, this);
     pairCache.ProcessAllOverlappingPairs(m_collisionCallback, dispatcher);
     m_collisionCallback.cleanup();
 }
 public virtual void Initialize(CollisionObject me, IndexedVector3 fromA, IndexedVector3 toA, IOverlappingPairCache pairCache, IDispatcher dispatcher)
 {
     base.Initialize(ref fromA, ref toA);
     m_allowedPenetration = 0.0f;
     m_me         = me;
     m_pairCache  = pairCache;
     m_dispatcher = dispatcher;
 }
 public CleanPairCallback(BroadphaseProxy cleanProxy, IOverlappingPairCache pairCache, IDispatcher dispatcher)
 {
     m_cleanProxy = cleanProxy;
     m_pairCache = pairCache;
     m_dispatcher = dispatcher;
 }
 public ClosestNotMeConvexResultCallback(CollisionObject me, ref IndexedVector3 fromA, ref IndexedVector3 toA, IOverlappingPairCache pairCache, IDispatcher dispatcher) :
     base(ref fromA, ref toA)
 {
     m_allowedPenetration = 0.0f;
     m_me         = me;
     m_pairCache  = pairCache;
     m_dispatcher = dispatcher;
 }
Beispiel #24
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        public override void InitializeDemo()
        {
            //maxiterations = 10;
            SetCameraDistance(SCALING * 50f);

            //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt";
            //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read);
            //BulletGlobals.g_streamWriter = new StreamWriter(filestream);

            ///collision configuration contains default setup for memory, collision setup
            m_collisionConfiguration = new DefaultCollisionConfiguration();

            ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded)
            m_dispatcher = new CollisionDispatcher(m_collisionConfiguration);


            IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000);
            IndexedVector3 worldMax = -worldMin;

            m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false);

            //m_broadphase = new DbvtBroadphase();
            IOverlappingPairCache pairCache = null;
            //pairCache = new SortedOverlappingPairCache();

            //m_broadphase = new SimpleBroadphase(1000, pairCache);

            ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded)
            SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver();

            m_constraintSolver = sol;

            m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration);

            IndexedVector3 gravity = new IndexedVector3(0, -10, 0);

            m_dynamicsWorld.SetGravity(ref gravity);

            ///create a few basic rigid bodies
            IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50);
            //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10);
            CollisionShape groundShape = new BoxShape(ref halfExtents);

            //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50);

            m_collisionShapes.Add(groundShape);

            IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0));
            //IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0,-10,0));
            float mass = 0f;

            LocalCreateRigidBody(mass, ref groundTransform, groundShape);
            {
                //create a few dynamic rigidbodies
                CollisionShape colShape = new BoxShape(new IndexedVector3(SCALING, SCALING, SCALING));
                //CollisionShape colShape = BuildCorner();
                //btCollisionShape* colShape = new btSphereShape(btScalar(1.));
                //CollisionShape colShape = new CylinderShape(new IndexedVector3(1f, 1, 1f));
                m_collisionShapes.Add(colShape);

                /// Create Dynamic Objects
                IndexedMatrix startTransform = IndexedMatrix.Identity;

                mass = 1f;

                //rigidbody is dynamic if and only if mass is non zero, otherwise static
                bool isDynamic = mass != 0f;

                IndexedVector3 localInertia = IndexedVector3.Zero;
                if (isDynamic)
                {
                    colShape.CalculateLocalInertia(mass, out localInertia);
                }
                float start_x = START_POS_X - ARRAY_SIZE_X / 2;
                float start_y = START_POS_Y;
                float start_z = START_POS_Z - ARRAY_SIZE_Z / 2;

                for (int k = 0; k < ARRAY_SIZE_Y; k++)
                {
                    for (int i = 0; i < ARRAY_SIZE_X; i++)
                    {
                        for (int j = 0; j < ARRAY_SIZE_Z; j++)
                        {
                            startTransform._origin = (new IndexedVector3(2.0f * i + start_x, 20 + 2.0f * k + start_y, 2.0f * j + start_z) * SCALING);

                            //using motionstate is recommended, it provides interpolation capabilities, and only synchronizes 'active' objects
                            DefaultMotionState        myMotionState = new DefaultMotionState(startTransform, IndexedMatrix.Identity);
                            RigidBodyConstructionInfo rbInfo        = new RigidBodyConstructionInfo(mass, myMotionState, colShape, localInertia);
                            RigidBody body = new RigidBody(rbInfo);
                            //body->setContactProcessingThreshold(colShape->getContactBreakingThreshold());
                            //body.SetActivationState(ActivationState.ISLAND_SLEEPING);

                            m_dynamicsWorld.AddRigidBody(body);
                            //body.SetActivationState(ActivationState.ISLAND_SLEEPING);
                            body.SetUserPointer(String.Format("Box X{0} Y{1} Z{2}", k, i, j));
                        }
                    }
                }
            }

            //ClientResetScene();
        }
Beispiel #25
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        public virtual void dispatchAllCollisionPairs(IOverlappingPairCache pairCache, DispatcherInfo dispatchInfo, IDispatcher dispatcher)
        {
            collisionCallback.Constructor(dispatchInfo, this);

            pairCache.processAllOverlappingPairs(collisionCallback, dispatcher);


        }