public ReshapeableRigidBodySection(ReshapeableRigidBody parent, btCollisionShape collisionShape, Vector3 translation, Quaternion rotation)
        {
            this.parent         = parent;
            this.collisionShape = collisionShape;

            parent.CompoundShape.addChildShape(collisionShape, translation, rotation);
        }
Ejemplo n.º 2
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 public virtual void Dispose()
 {
     if (collisionShape != null)
     {
         collisionShape.Dispose();
         collisionShape = null;
     }
 }
Ejemplo n.º 3
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        internal override void createProduct(SimObjectBase instance, BulletScene scene)
        {
            BulletShapeRepository repository = BulletInterface.Instance.ShapeRepository;

            if (repository.containsValidCollection(ShapeName))
            {
                btCollisionShape shape = repository.getCollection(ShapeName).CollisionShape;
                if (constructionInfo.m_mass != 0.0f)
                {
                    shape.calculateLocalInertia(constructionInfo.m_mass, ref constructionInfo.m_localInertia);
                }
                RigidBody rigidBody = new RigidBody(this, scene, shape, instance.Translation, instance.Rotation);
                instance.addElement(rigidBody);
            }
            else
            {
                Log.Default.sendMessage("Could not find collision shape named {0}.", LogLevel.Warning, "BulletPlugin", ShapeName);
            }
        }
Ejemplo n.º 4
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        public unsafe RigidBody(RigidBodyDefinition description, BulletScene scene, btCollisionShape collisionShape, Vector3 initialTrans, Quaternion initialRot)
            : base(description.Name)
        {
            this.scene           = scene;
            shapeName            = description.ShapeName;
            collisionFilterMask  = description.CollisionFilterMask;
            collisionFilterGroup = description.CollisionFilterGroup;
            StayLocalTransform   = description.StayLocalTransform;
            motionState          = scene.createMotionState(this, description.MaxContactDistance, ref initialTrans, ref initialRot);

            rigidBody = btRigidBody_Create(ref description.constructionInfo, motionState.motionState, collisionShape.BulletShape);

            setLinearVelocity(description.LinearVelocity);
            setAngularVelocity(description.AngularVelocity);
            forceActivationState(description.CurrentActivationState);
            setAnisotropicFriction(description.AnisotropicFriction);
            setDeactivationTime(description.DeactivationTime);
            setCollisionFlags(description.Flags);
            setHitFraction(description.HitFraction);
            LinearFactor  = description.LinearFactor;
            AngularFactor = description.AngularFactor;

            RigidBodyManager.add(rigidBody, this);
        }
Ejemplo n.º 5
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 public BulletShapeCollection(btCollisionShape collisionShape, String name)
 {
     this.collisionShape = collisionShape;
     this.Name           = name;
 }
Ejemplo n.º 6
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 private void commitShape(String name, Vector3 translation, Quaternion rotation, btCollisionShape collisionShape)
 {
     if (currentCompound != null)
     {
         currentCompound.addChildShape(collisionShape, translation, rotation);
     }
     else
     {
         repository.addCollection(new BulletShapeCollection(collisionShape, name));
     }
 }
Ejemplo n.º 7
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 /// <summary>
 /// Remove a child shape from the object. Note that removing a child will make it no longer
 /// owned by this object, which means the caller is taking responsibility for deleting the shape.
 /// </summary>
 /// <param name="child"></param>
 public void removeChildShape(btCollisionShape child)
 {
     CompoundShape_removeChildShape(btShape, child.BulletShape);
 }
Ejemplo n.º 8
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 /// <summary>
 /// Add a child to this shape, note that this object will take ownership of the children
 /// and will delete them itself.
 /// </summary>
 public void addChildShape(btCollisionShape child, Vector3 translation, Quaternion rotation)
 {
     CompoundShape_addChildShape(btShape, child.BulletShape, ref translation, ref rotation);
 }