Beispiel #1
0
    // Select the connection to the actual Bullet implementation.
    // The main engine selection is the engineName up to the first hypen.
    // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name
    //     is passed to the engine to do its special selection, etc.
    private BSAPITemplate SelectUnderlyingBulletEngine(string engineName)
    {
        // For the moment, do a simple switch statement.
        // Someday do fancyness with looking up the interfaces in the assembly.
        BSAPITemplate ret = null;

        string selectionName = engineName.ToLower();
        int hyphenIndex = engineName.IndexOf("-");
        if (hyphenIndex > 0)
            selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);

        switch (selectionName)
        {
            case "bullet":
            case "bulletunmanaged":
                ret = new BSAPIUnman(engineName, this);
                break;
            case "bulletxna":
                ret = new BSAPIXNA(engineName, this);
                // Disable some features that are not implemented in BulletXNA
                m_log.InfoFormat("{0} Disabling some physics features not implemented by BulletXNA", LogHeader);
                m_log.InfoFormat("{0}    Disabling ShouldUseBulletHACD", LogHeader);
                BSParam.ShouldUseBulletHACD = false;
                m_log.InfoFormat("{0}    Disabling ShouldUseSingleConvexHullForPrims", LogHeader);
                BSParam.ShouldUseSingleConvexHullForPrims = false;
                m_log.InfoFormat("{0}    Disabling ShouldUseGImpactShapeForPrims", LogHeader);
                BSParam.ShouldUseGImpactShapeForPrims = false;
                m_log.InfoFormat("{0}    Setting terrain implimentation to Heightmap", LogHeader);
                BSParam.TerrainImplementation = (float)BSTerrainPhys.TerrainImplementation.Heightmap;
                break;
        }

        if (ret == null)
        {
            m_log.ErrorFormat("{0) COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
        }
        else
        {
            m_log.InfoFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
        }

        return ret;
    }
Beispiel #2
0
    // Select the connection to the actual Bullet implementation.
    // The main engine selection is the engineName up to the first hypen.
    // So "Bullet-2.80-OpenCL-Intel" specifies the 'bullet' class here and the whole name
    //     is passed to the engine to do its special selection, etc.
    private BSAPITemplate SelectUnderlyingBulletEngine(string engineName)
    {
        // For the moment, do a simple switch statement.
        // Someday do fancyness with looking up the interfaces in the assembly.
        BSAPITemplate ret = null;

        string selectionName = engineName.ToLower();
        int hyphenIndex = engineName.IndexOf("-");
        if (hyphenIndex > 0)
            selectionName = engineName.ToLower().Substring(0, hyphenIndex - 1);

        switch (selectionName)
        {
            case "bulletunmanaged":
                ret = new BSAPIUnman(engineName, this);
                break;
            case "bulletxna":
                ret = new BSAPIXNA(engineName, this);
                break;
        }

        if (ret == null)
        {
            m_log.ErrorFormat("{0) COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
        }
        else
        {
            m_log.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
        }

        return ret;
    }