private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB,
            IndexedVector3 contact, IndexedVector3 norm, float penetration)
        {
            IndexedVector3 contactNormal = norm;
            if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 &&
                (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0)
            {
                return;
            }
            uint idA = (uint)objA.GetUserPointer();
            uint idB = (uint)objB.GetUserPointer();
            if (idA > idB)
            {
                uint temp = idA;
                idA = idB;
                idB = temp;
                contactNormal = -contactNormal;
            }

            //ulong collisionID = ((ulong) idA << 32) | idB;

            CollisionDesc cDesc = new CollisionDesc()
            {
                aID = idA,
                bID = idB,
                point = new Vector3(contact.X, contact.Y, contact.Z),
                normal = new Vector3(contactNormal.X, contactNormal.Y, contactNormal.Z),
                penetration = penetration
            };
            if (world.LastCollisionDesc < world.UpdatedCollisions.Length)
                world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc);
            m_collisionsThisFrame++;
        }
 public SimMotionState(BSAPIXNA pWorld, uint id, IndexedMatrix starTransform, object frameUpdates)
 {
     IndexedQuaternion OrientationQuaterion = starTransform.GetRotation();
     m_properties = new EntityProperties()
     {
         ID = id,
         Position = new Vector3(starTransform._origin.X, starTransform._origin.Y, starTransform._origin.Z),
         Rotation =
             new Quaternion(OrientationQuaterion.X, OrientationQuaterion.Y, OrientationQuaterion.Z,
                 OrientationQuaterion.W)
     };
     m_lastProperties = new EntityProperties()
     {
         ID = id,
         Position = new Vector3(starTransform._origin.X, starTransform._origin.Y, starTransform._origin.Z),
         Rotation =
             new Quaternion(OrientationQuaterion.X, OrientationQuaterion.Y, OrientationQuaterion.Z,
                 OrientationQuaterion.W)
     };
     m_world = pWorld;
     m_xform = starTransform;
 }
        // 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)
            {
            MainConsole.Instance.ErrorFormat("{0) COULD NOT SELECT BULLET ENGINE: '[BulletSim]PhysicsEngine' must be either 'BulletUnmanaged-*' or 'BulletXNA-*'", LogHeader);
            }
            else
            {
            MainConsole.Instance.WarnFormat("{0} Selected bullet engine {1} -> {2}/{3}", LogHeader, engineName, ret.BulletEngineName, ret.BulletEngineVersion);
            }

            return ret;
        }