// Creates a native shape and assignes it to prim.BSShape. // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). private bool GetReferenceToNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey, ShapeDestructionCallback shapeCallback) { // release any previous shape DereferenceShape(prim.PhysShape, true, shapeCallback); BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. if (DDetail) { DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", prim.LocalID, newShape, prim.Scale); } // native shapes are scaled by Bullet prim.PhysShape = newShape; return(true); }
private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { BulletShape newShape; // Need to make sure the passed shape information is for the native type. ShapeData nativeShapeData = new ShapeData(); nativeShapeData.Type = shapeType; nativeShapeData.ID = prim.LocalID; nativeShapeData.Scale = prim.Scale; nativeShapeData.Size = prim.Scale; // unneeded, I think. nativeShapeData.MeshKey = (ulong)shapeKey; nativeShapeData.HullKey = (ulong)shapeKey; if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) { // The proper scale has been calculated in the prim. newShape = new BulletShape( BulletSimAPI.BuildCapsuleShape2(PhysicsScene.World.ptr, 1f, 1f, prim.Scale) , shapeType); if (DDetail) { DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); } } else { // Native shapes are scaled in Bullet so set the scaling to the size newShape = new BulletShape(BulletSimAPI.BuildNativeShape2(PhysicsScene.World.ptr, nativeShapeData), shapeType); } if (!newShape.HasPhysicalShape) { PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } newShape.shapeKey = (System.UInt64)shapeKey; newShape.isNativeShape = true; return(newShape); }
public BulletShapeXNA(CollisionShape xx, BSPhysicsShapeType typ) : base() { shape = xx; shapeType = typ; }
public BulletShapeUnman(IntPtr xx, BSPhysicsShapeType typ) : base() { ptr = xx; shapeType = typ; }
public static BulletShape CreatePhysicalNativeShape(BSScene physicsScene, BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { BulletShape newShape; ShapeData nativeShapeData = new ShapeData(); nativeShapeData.Type = shapeType; nativeShapeData.ID = prim.LocalID; nativeShapeData.Scale = prim.Scale; nativeShapeData.Size = prim.Scale; nativeShapeData.MeshKey = (ulong)shapeKey; nativeShapeData.HullKey = (ulong)shapeKey; if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) { newShape = physicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); physicsScene.DetailLog("{0},BSShapeNative,capsule,scale={1}", prim.LocalID, prim.Scale); } else { newShape = physicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); } if (!newShape.HasPhysicalShape) { physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } newShape.shapeType = shapeType; newShape.isNativeShape = true; newShape.shapeKey = (UInt64) shapeKey; return newShape; }
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { // Native shapes are not shared and are always built anew. return new BSShapeNative(CreatePhysicalNativeShape(physicsScene, prim, shapeType, shapeKey)); }
// Creates a native shape and assignes it to prim.BSShape. // "Native" shapes are never shared. they are created here and destroyed in DereferenceShape(). private bool GetReferenceToNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey, ShapeDestructionCallback shapeCallback) { // release any previous shape DereferenceShape(prim.PhysShape, shapeCallback); BulletShape newShape = BuildPhysicalNativeShape(prim, shapeType, shapeKey); // Don't need to do a 'ReferenceShape()' here because native shapes are not shared. if (DDetail) DetailLog("{0},BSShapeCollection.AddNativeShapeToPrim,create,newshape={1},scale={2}", prim.LocalID, newShape, prim.Scale); // native shapes are scaled by Bullet prim.PhysShape = newShape; return true; }
private BulletShape BuildPhysicalNativeShape(BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { BulletShape newShape; // Need to make sure the passed shape information is for the native type. ShapeData nativeShapeData = new ShapeData(); nativeShapeData.Type = shapeType; nativeShapeData.ID = prim.LocalID; nativeShapeData.Scale = prim.Scale; nativeShapeData.Size = prim.Scale; // unneeded, I think. nativeShapeData.MeshKey = (ulong)shapeKey; nativeShapeData.HullKey = (ulong)shapeKey; if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) { newShape = PhysicsScene.PE.BuildCapsuleShape(PhysicsScene.World, 1f, 1f, prim.Scale); if (DDetail) DetailLog("{0},BSShapeCollection.BuildPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); } else { // Native shapes are scaled in Bullet so set the scaling to the size newShape = PhysicsScene.PE.BuildNativeShape(PhysicsScene.World, nativeShapeData); } if (!newShape.HasPhysicalShape) { PhysicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } newShape.shapeKey = (System.UInt64)shapeKey; newShape.isNativeShape = true; return newShape; }
private BSShapeNative(BSScene physicsScene, BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { ShapeData nativeShapeData = new ShapeData(); nativeShapeData.Type = shapeType; nativeShapeData.ID = prim.LocalID; nativeShapeData.Scale = prim.Scale; nativeShapeData.Size = prim.Scale; nativeShapeData.MeshKey = (ulong)shapeKey; nativeShapeData.HullKey = (ulong)shapeKey; /* if (shapeType == BSPhysicsShapeType.SHAPE_CAPSULE) { ptr = PhysicsScene.PE.BuildCapsuleShape(physicsScene.World, 1f, 1f, prim.Scale); physicsScene.DetailLog("{0},BSShapeCollection.BuiletPhysicalNativeShape,capsule,scale={1}", prim.LocalID, prim.Scale); } else { ptr = PhysicsScene.PE.BuildNativeShape(physicsScene.World, nativeShapeData); } if (ptr == IntPtr.Zero) { physicsScene.Logger.ErrorFormat("{0} BuildPhysicalNativeShape failed. ID={1}, shape={2}", LogHeader, prim.LocalID, shapeType); } type = shapeType; key = (UInt64)shapeKey; */ }
public BulletShape() { shapeType = BSPhysicsShapeType.SHAPE_UNKNOWN; shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; isNativeShape = false; }
public static BSShape GetReference(BSScene physicsScene, BSPhysObject prim, BSPhysicsShapeType shapeType, FixedShapeKey shapeKey) { // Native shapes are not shared and are always built anew. return(new BSShapeNative(physicsScene, prim, shapeType, shapeKey)); }
public BulletShape() { type = BSPhysicsShapeType.SHAPE_UNKNOWN; shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; isNativeShape = false; }
public BulletShape(object xx, BSPhysicsShapeType typ) { ptr = xx; type = typ; shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE; isNativeShape = false; }