public void removeRigidBody(btRigidBody body) { if (m_disposed) throw new ObjectDisposedException(ToString()); BulletAPI_BtDynamicsWorld_removeRigidBody(m_handle, body.Handle); }
public void removeRigidBody(btRigidBody body) { if (m_disposed) { throw new ObjectDisposedException(ToString()); } BulletAPI_BtDynamicsWorld_removeRigidBody(m_handle, body.Handle); }
internal void AddRigidBody(btRigidBody Body) { m_world.addRigidBody(Body); }
public override void SetTerrain(float[] heightMap, double[,] normalHeightMap) { if (m_terrainShape != null) DeleteTerrain(); float hfmax = -9000; float hfmin = 90000; for (int i = 0; i <heightMap.Length;i++) { if (Single.IsNaN(heightMap[i]) || Single.IsInfinity(heightMap[i])) { heightMap[i] = 0f; } hfmin = (heightMap[i] < hfmin) ? heightMap[i] : hfmin; hfmax = (heightMap[i] > hfmax) ? heightMap[i] : hfmax; } // store this for later reference. // Note, we're storing it after we check it for anomolies above _origheightmap = heightMap; hfmin = 0; hfmax = 256; m_terrainShape = new btHeightfieldTerrainShape((int)Constants.RegionSize, (int)Constants.RegionSize, heightMap, 1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z, (int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false); float AabbCenterX = Constants.RegionSize/2f; float AabbCenterY = Constants.RegionSize/2f; float AabbCenterZ = 0; float temphfmin, temphfmax; temphfmin = hfmin; temphfmax = hfmax; if (temphfmin < 0) { temphfmax = 0 - temphfmin; temphfmin = 0 - temphfmin; } else if (temphfmin > 0) { temphfmax = temphfmax + (0 - temphfmin); //temphfmin = temphfmin + (0 - temphfmin); } AabbCenterZ = temphfmax/2f; if (m_terrainPosition == null) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } else { try { m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ); } catch (ObjectDisposedException) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } } if (m_terrainMotionState != null) { m_terrainMotionState.Dispose(); m_terrainMotionState = null; } m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition); m_terrainMotionState = new btDefaultMotionState(m_terrainTransform); TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape); TerrainBody.setUserPointer((IntPtr)0); m_world.addRigidBody(TerrainBody); }
public void RemoveCollisionObject(btRigidBody body) { m_world.removeCollisionObject(body); }
public override void SetTerrain (ITerrainChannel channel, short[] shortheightMap) { if (m_terrainShape != null) DeleteTerrain(); float hfmax = 256; float hfmin = 0; // store this for later reference. // Note, we're storing it after we check it for anomolies above _origheightmap = shortheightMap; hfmin = 0; hfmax = 256; float[] heightmap = new float[m_region.RegionSizeX * m_region.RegionSizeX]; for (int i = 0; i < shortheightMap.Length; i++) { heightmap[i] = shortheightMap[i] / Constants.TerrainCompression; } m_terrainShape = new btHeightfieldTerrainShape(m_region.RegionSizeX, m_region.RegionSizeY, heightmap, 1.0f, hfmin, hfmax, (int)btHeightfieldTerrainShape.UPAxis.Z, (int)btHeightfieldTerrainShape.PHY_ScalarType.PHY_FLOAT, false); float AabbCenterX = m_region.RegionSizeX / 2f; float AabbCenterY = m_region.RegionSizeY / 2f; float AabbCenterZ = 0; float temphfmin, temphfmax; temphfmin = hfmin; temphfmax = hfmax; if (temphfmin < 0) { temphfmax = 0 - temphfmin; temphfmin = 0 - temphfmin; } else if (temphfmin > 0) { temphfmax = temphfmax + (0 - temphfmin); //temphfmin = temphfmin + (0 - temphfmin); } AabbCenterZ = temphfmax/2f; if (m_terrainPosition == null) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } else { try { m_terrainPosition.setValue(AabbCenterX, AabbCenterY, AabbCenterZ); } catch (ObjectDisposedException) { m_terrainPosition = new btVector3(AabbCenterX, AabbCenterY, AabbCenterZ); } } if (m_terrainMotionState != null) { m_terrainMotionState.Dispose(); m_terrainMotionState = null; } m_terrainTransform = new btTransform(QuatIdentity, m_terrainPosition); m_terrainMotionState = new btDefaultMotionState(m_terrainTransform); TerrainBody = new btRigidBody(0, m_terrainMotionState, m_terrainShape); TerrainBody.setUserPointer((IntPtr)0); m_world.addRigidBody(TerrainBody); }
public ClosestNotMeRayResultCallback(btRigidBody body) { m_handle = BulletHelper_CreateClosestNotMeRaycastResultCallback(body.Handle); }
internal void Dispose() { m_parent_scene.RemoveAvatarFromList(this); if (Body != null) { if (Body.isInWorld()) { m_parent_scene.removeFromWorld(this, Body); m_parent_scene.RemoveCollisionObject(Body); } Body.Dispose(); Body = null; } if (m_aMotor != null) { if (m_aMotor.Handle != IntPtr.Zero) m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); m_aMotor.Dispose(); m_aMotor = null; } if (ClosestCastResult != null) { ClosestCastResult.Dispose(); ClosestCastResult = null; } if (Shell != null) { Shell.Dispose(); Shell = null; } tempQuat1.Dispose(); tempTrans1.Dispose(); tempVector1.Dispose(); tempVector2.Dispose(); tempVector3.Dispose(); tempVector4.Dispose(); tempVector5RayCast.Dispose(); tempVector6RayCast.Dispose(); }
public btGeneric6DofConstraint(btRigidBody rbA, btRigidBody rbB, btTransform frameInA, btTransform frameInB, bool useLinearReferenceFrameA) : base() { m_handle = BulletAPI_CreateBtGeneric6DofConstraint(rbA.Handle, rbB.Handle, frameInA.Handle, frameInB.Handle, useLinearReferenceFrameA); }
public void SetBody(float mass) { if (!IsPhysical || childrenPrim.Count == 0) { if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) tempMotionState1.Dispose(); if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) tempTransform2.Dispose(); if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) tempOrientation2.Dispose(); if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) tempPosition2.Dispose(); tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); tempTransform2 = new btTransform(tempOrientation2, tempPosition2); tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) tempInertia1.Dispose(); tempInertia1 = new btVector3(0, 0, 0); prim_geom.calculateLocalInertia(mass, tempInertia1); if (mass != 0) _parent_scene.addActivePrim(this); else _parent_scene.remActivePrim(this); // Body = new btRigidBody(mass, tempMotionState1, prim_geom); //else Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); if (prim_geom is btGImpactMeshShape) { ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); ((btGImpactMeshShape)prim_geom).updateBound(); } //Body.setCollisionFlags(Body.getCollisionFlags() | (int)ContactFlags.CF_CUSTOM_MATERIAL_CALLBACK); //Body.setUserPointer((IntPtr) (int)m_localID); _parent_scene.AddPrimToScene(this); } else { // bool hasTrimesh = false; lock (childrenPrim) { foreach (BulletDotNETPrim chld in childrenPrim) { if (chld == null) continue; // if (chld.NeedsMeshing()) // hasTrimesh = true; } } //if (hasTrimesh) //{ ProcessGeomCreationAsTriMesh(Vector3.Zero, Quaternion.Identity); // createmesh returns null when it doesn't mesh. /* if (_mesh is Mesh) { } else { m_log.Warn("[PHYSICS]: Can't link a OpenSim.Region.Physics.Meshing.Mesh object"); return; } */ foreach (BulletDotNETPrim chld in childrenPrim) { if (chld == null) continue; Vector3 offset = chld.Position - Position; Vector3 pos = new Vector3(offset.X, offset.Y, offset.Z); pos *= Quaternion.Inverse(Orientation); //pos *= Orientation; offset = pos; chld.ProcessGeomCreationAsTriMesh(offset, chld.Orientation); _mesh.Append(chld._mesh); } setMesh(_parent_scene, _mesh); //} if (tempMotionState1 != null && tempMotionState1.Handle != IntPtr.Zero) tempMotionState1.Dispose(); if (tempTransform2 != null && tempTransform2.Handle != IntPtr.Zero) tempTransform2.Dispose(); if (tempOrientation2 != null && tempOrientation2.Handle != IntPtr.Zero) tempOrientation2.Dispose(); if (tempPosition2 != null && tempPosition2.Handle != IntPtr.Zero) tempPosition2.Dispose(); tempOrientation2 = new btQuaternion(_orientation.X, _orientation.Y, _orientation.Z, _orientation.W); tempPosition2 = new btVector3(_position.X, _position.Y, _position.Z); tempTransform2 = new btTransform(tempOrientation2, tempPosition2); tempMotionState1 = new btDefaultMotionState(tempTransform2, _parent_scene.TransZero); if (tempInertia1 != null && tempInertia1.Handle != IntPtr.Zero) tempInertia1.Dispose(); tempInertia1 = new btVector3(0, 0, 0); prim_geom.calculateLocalInertia(mass, tempInertia1); if (mass != 0) _parent_scene.addActivePrim(this); else _parent_scene.remActivePrim(this); // Body = new btRigidBody(mass, tempMotionState1, prim_geom); //else Body = new btRigidBody(mass, tempMotionState1, prim_geom, tempInertia1); if (prim_geom is btGImpactMeshShape) { ((btGImpactMeshShape)prim_geom).setLocalScaling(new btVector3(1, 1, 1)); ((btGImpactMeshShape)prim_geom).updateBound(); } _parent_scene.AddPrimToScene(this); } if (IsPhysical) changeAngularLock(0); }
public BulletDotNETPrim(String primName, BulletDotNETScene parent_scene, Vector3 pos, Vector3 size, Quaternion rotation, IMesh mesh, PrimitiveBaseShape pbs, bool pisPhysical) { tempPosition1 = new btVector3(0, 0, 0); tempPosition2 = new btVector3(0, 0, 0); tempPosition3 = new btVector3(0, 0, 0); tempSize1 = new btVector3(0, 0, 0); tempSize2 = new btVector3(0, 0, 0); tempLinearVelocity1 = new btVector3(0, 0, 0); tempLinearVelocity2 = new btVector3(0, 0, 0); tempAngularVelocity1 = new btVector3(0, 0, 0); tempAngularVelocity2 = new btVector3(0, 0, 0); tempInertia1 = new btVector3(0, 0, 0); tempInertia2 = new btVector3(0, 0, 0); tempOrientation1 = new btQuaternion(0, 0, 0, 1); tempOrientation2 = new btQuaternion(0, 0, 0, 1); _parent_scene = parent_scene; tempTransform1 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); tempTransform2 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; tempTransform3 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; tempTransform4 = new btTransform(_parent_scene.QuatIdentity, _parent_scene.VectorZero); ; tempMotionState1 = new btDefaultMotionState(_parent_scene.TransZero); tempMotionState2 = new btDefaultMotionState(_parent_scene.TransZero); tempMotionState3 = new btDefaultMotionState(_parent_scene.TransZero); AxisLockLinearLow = new btVector3(-1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize, -1 * (int)Constants.RegionSize); int regionsize = (int)Constants.RegionSize; if (regionsize == 256) regionsize = 512; AxisLockLinearHigh = new btVector3((int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionSize); _target_velocity = Vector3.Zero; _velocity = Vector3.Zero; _position = pos; m_taintposition = pos; PID_D = parent_scene.bodyPIDD; PID_G = parent_scene.bodyPIDG; m_density = parent_scene.geomDefaultDensity; // m_tensor = parent_scene.bodyMotorJointMaxforceTensor; // body_autodisable_frames = parent_scene.bodyFramesAutoDisable; prim_geom = null; Body = null; if (size.X <= 0) size.X = 0.01f; if (size.Y <= 0) size.Y = 0.01f; if (size.Z <= 0) size.Z = 0.01f; _size = size; m_taintsize = _size; _acceleration = Vector3.Zero; m_rotationalVelocity = Vector3.Zero; _orientation = rotation; m_taintrot = _orientation; _mesh = mesh; _pbs = pbs; _parent_scene = parent_scene; if (pos.Z < 0) m_isphysical = false; else { m_isphysical = pisPhysical; // If we're physical, we need to be in the master space for now. // linksets *should* be in a space together.. but are not currently } m_primName = primName; m_taintadd = true; _parent_scene.AddPhysicsActorTaint(this); }
internal void Dispose() { if (Body.isInWorld()) m_parent_scene.removeFromWorld(Body); if (m_aMotor.Handle != IntPtr.Zero) m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); m_aMotor.Dispose(); m_aMotor = null; ClosestCastResult.Dispose(); ClosestCastResult = null; Body.Dispose(); Body = null; Shell.Dispose(); Shell = null; tempQuat1.Dispose(); tempTrans1.Dispose(); tempVector1.Dispose(); tempVector2.Dispose(); tempVector3.Dispose(); tempVector4.Dispose(); tempVector5RayCast.Dispose(); tempVector6RayCast.Dispose(); }
internal void Enable(btRigidBody pBody, BulletDotNETPrim prim) { m_prim = prim; m_body = pBody; }
internal void removeFromWorld(BulletDotNETCharacter chr, btRigidBody body) { lock (m_characters) { if (m_characters.Contains(chr)) { m_world.removeRigidBody(body); m_characters.Remove(chr); } } }
private void DisposeOfBody() { if (Body != null) { if (Body.Handle != IntPtr.Zero) { DisableAxisMotor(); _parent_scene.removeFromWorld(this, Body); Body.Dispose(); } Body = null; // TODO: dispose parts that make up body } }
internal void removeFromWorld(BulletDotNETPrim prm ,btRigidBody body) { lock (m_prims) { if (m_prims.Contains(prm)) { m_world.removeRigidBody(body); } remActivePrim(prm); m_primsLocalID.Remove(prm.m_localID); m_prims.Remove(prm); } }
/// <summary> /// This creates the Avatar's physical Surrogate at the position supplied /// </summary> /// <param name="npositionX"></param> /// <param name="npositionY"></param> /// <param name="npositionZ"></param> // WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access // to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only // place that is safe to call this routine AvatarGeomAndBodyCreation. private void AvatarGeomAndBodyCreation(float npositionX, float npositionY, float npositionZ) { if (CAPSULE_LENGTH <= 0) { m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); CAPSULE_LENGTH = 0.01f; } if (CAPSULE_RADIUS <= 0) { m_log.Warn("[PHYSICS]: The capsule size you specified in opensim.ini is invalid! Setting it to the smallest possible size!"); CAPSULE_RADIUS = 0.01f; } Shell = new btCapsuleShape(CAPSULE_RADIUS, CAPSULE_LENGTH); if (m_bodyPosition == null) m_bodyPosition = new btVector3(npositionX, npositionY, npositionZ); m_bodyPosition.setValue(npositionX, npositionY, npositionZ); if (m_bodyOrientation == null) m_bodyOrientation = new btQuaternion(m_CapsuleOrientationAxis, (Utils.DEG_TO_RAD * 90)); if (m_bodyTransform == null) m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); else { m_bodyTransform.Dispose(); m_bodyTransform = new btTransform(m_bodyOrientation, m_bodyPosition); } if (m_bodyMotionState == null) m_bodyMotionState = new btDefaultMotionState(m_bodyTransform); else m_bodyMotionState.setWorldTransform(m_bodyTransform); m_mass = Mass; Body = new btRigidBody(m_mass, m_bodyMotionState, Shell); // this is used for self identification. User localID instead of body handle Body.setUserPointer(new IntPtr((int)m_localID)); if (ClosestCastResult != null) ClosestCastResult.Dispose(); ClosestCastResult = new ClosestNotMeRayResultCallback(Body); m_parent_scene.AddRigidBody(Body); Body.setActivationState(4); if (m_aMotor != null) { if (m_aMotor.Handle != IntPtr.Zero) { m_parent_scene.getBulletWorld().removeConstraint(m_aMotor); m_aMotor.Dispose(); } m_aMotor = null; } m_aMotor = new btGeneric6DofConstraint(Body, m_parent_scene.TerrainBody, m_parent_scene.TransZero, m_parent_scene.TransZero, false); m_aMotor.setAngularLowerLimit(m_parent_scene.VectorZero); m_aMotor.setAngularUpperLimit(m_parent_scene.VectorZero); }
internal void removeFromWorld(btRigidBody body) { m_world.removeRigidBody(body); }
static void Main(string[] args) { btVector3 testvec = new btVector3(-2, 1, 0); Console.WriteLine(String.Format("Original: {0}", testvec.testStr())); btVector3 testvec2 = testvec.absolute(); Console.WriteLine(String.Format("absolute: {0}", testvec2.testStr())); Console.WriteLine(String.Format("angle:{0}", testvec.angle(testvec2))); Console.WriteLine(String.Format("closestAxis(orig):{0}", testvec.closestAxis())); btVector3 testvec3 = testvec.cross(testvec2); Console.WriteLine(String.Format("cross: {0}", testvec3.testStr())); Console.WriteLine(String.Format("distance: {0}", testvec.distance(testvec2))); Console.WriteLine(String.Format("distance2: {0}", testvec.distance2(testvec2))); Console.WriteLine(String.Format("dot: {0}", testvec.dot(testvec2))); Console.WriteLine(String.Format("furthestAxis(orig): {0}", testvec.furthestAxis())); btVector3 testvec4 = testvec.normalized(); Console.WriteLine(String.Format("normalized: {0}", testvec4.testStr())); testvec4.setInterpolate3(testvec, testvec2, 0.5f); Console.WriteLine(String.Format("interpolate3: {0}", testvec4.testStr())); testvec4.setValue(7f, -0.09f, 2.5f); Console.WriteLine(String.Format("setvec: {0}", testvec4.testStr())); testvec4.setX(5.0f); testvec4.setY(-0.25f); testvec4.setZ(90f); testvec.setValue(0, 0, -1024); testvec2.setValue(256, 256, 1024); Console.WriteLine(String.Format("setvecIndividual: {0}", testvec4.testStr())); btAxisSweep3 testbtAxisSweep3 = new btAxisSweep3(testvec, testvec2, 50); btDefaultCollisionConfiguration colconfig = new btDefaultCollisionConfiguration(); btCollisionDispatcher coldisp = new btCollisionDispatcher(colconfig); btSequentialImpulseConstraintSolver seqimpconssol = new btSequentialImpulseConstraintSolver(); btDiscreteDynamicsWorld dynamicsWorld = new btDiscreteDynamicsWorld(coldisp, testbtAxisSweep3, seqimpconssol, colconfig); dynamicsWorld.setGravity(new btVector3(0, 0, -9.87f)); Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60)))); Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60)))); Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60)))); Console.WriteLine(String.Format("stepWorld: {0}", dynamicsWorld.stepSimulation((6f / 60), 5, (1f / 60)))); btQuaternion testquat = new btQuaternion(50, 0, 0, 1); btQuaternion testquatnorm = testquat.normalized(); Console.WriteLine(String.Format("testquat: {0}", testquat.testStr())); Console.WriteLine(String.Format("testquatnormalize: {0}", testquatnorm.testStr())); Console.WriteLine(String.Format("testquatLength: {0}", testquat.length())); Console.WriteLine(String.Format("testquatnormalizeLength: {0}", testquatnorm.length())); float[] heightdata = new float[256*256]; for (int j=0;j<256*256;j++) { if (j%2==0) heightdata[j] = 21f; else heightdata[j] = 28f; } btHeightfieldTerrainShape obj = new btHeightfieldTerrainShape(256, 256, heightdata, 1.0f, 0, 256, (int)btHeightfieldTerrainShape.UPAxis.Z, (int)btHeightfieldTerrainShape.PHY_ScalarType. PHY_FLOAT, false); btCapsuleShape cap = new btCapsuleShape(0.23f, 3); btTriangleMesh testMesh = new btTriangleMesh(true, false); testMesh.addTriangle(new btVector3(1, 0, 1), new btVector3(1, 0, -1), new btVector3(-1, 0, -1), false); testMesh.addTriangle(new btVector3(1, -1, 1), new btVector3(1, -1, -1), new btVector3(-1, -1, -1), false); testMesh.addTriangle(new btVector3(1, -1, 1), new btVector3(1, 0, 1), new btVector3(-1, -1, -1), false); testMesh.addTriangle(new btVector3(1, 0, 1), new btVector3(1, -1, -1), new btVector3(-1, 0, -1), false); testMesh.addTriangle(new btVector3(1, -1, -1), new btVector3(-1, 0, -1), new btVector3(-1, -1, -1), false); testMesh.addTriangle(new btVector3(1, -1, -1), new btVector3(1, 0, -1), new btVector3(-1, 0, -1), false); testMesh.addTriangle(new btVector3(1, 0, 1), new btVector3(1, -1, -1), new btVector3(1, 0, -1), false); testMesh.addTriangle(new btVector3(1, -1, 1), new btVector3(1, -1, -1), new btVector3(1, 0, 1), false); btGImpactMeshShape meshtest = new btGImpactMeshShape(testMesh); meshtest.updateBound(); btRigidBody groundbody = new btRigidBody(0, new btDefaultMotionState( new btTransform(new btQuaternion(0, 0, 0, 1), new btVector3(128, 128, 256f / 2f))), obj, new btVector3(0, 0, 0)); btRigidBody capbody = new btRigidBody(200, new btDefaultMotionState( new btTransform(new btQuaternion(0, 0, 0, 1), new btVector3(128, 128, 25))), cap, new btVector3(0, 0, 0)); btRigidBody meshbody = new btRigidBody(200, new btDefaultMotionState( new btTransform(new btQuaternion(0, 0, 0, 1), new btVector3(128, 128, 29))), meshtest, new btVector3(0, 0, 0)); btRigidBodyConstructionInfo constructioninfotest = new btRigidBodyConstructionInfo(); constructioninfotest.m_collisionShape = new btBoxShape(new btVector3(0.5f,0.5f,0.5f)); constructioninfotest.m_localInertia = new btVector3(0, 0, 0); constructioninfotest.m_motionState = new btDefaultMotionState(new btTransform(new btQuaternion(0.3f, -0.4f, 0.8f, 0.1f), new btVector3(128.5f, 128, 25)), new btTransform(new btQuaternion(0,0,0,1),new btVector3(0,0.25f,0))); constructioninfotest.m_startWorldTransform = new btTransform(new btQuaternion(0,0,0,1),new btVector3(0,0,0)); constructioninfotest.m_mass = 2000000; constructioninfotest.m_linearDamping = 0; constructioninfotest.m_angularDamping = 0; constructioninfotest.m_friction = 0.1f; constructioninfotest.m_restitution = 0; constructioninfotest.m_linearSleepingThreshold = 0.8f; constructioninfotest.m_angularSleepingThreshold = 1; constructioninfotest.m_additionalDamping = false; constructioninfotest.m_additionalDampingFactor = 0.005f; constructioninfotest.m_additionalLinearDampingThresholdSqr = 0.01f; constructioninfotest.m_additionalAngularDampingThresholdSqr = 0.01f; constructioninfotest.m_additionalAngularDampingFactor = 0.01f; constructioninfotest.commit(); btGImpactCollisionAlgorithm.registerAlgorithm(coldisp); btRigidBody cubetest = new btRigidBody(constructioninfotest); dynamicsWorld.addRigidBody(groundbody); dynamicsWorld.addRigidBody(cubetest); dynamicsWorld.addRigidBody(capbody); dynamicsWorld.addRigidBody(meshbody); int frame = 0; for (int i = 0; i < 26; i++ ) { int frames = dynamicsWorld.stepSimulation(((i%60) / 60f), 10, (1f / 60)); frame += frames; Console.WriteLine(String.Format("Cube: frame {0} frames: {1} POS:{2}, quat:{3}", frame, frames, cubetest.getInterpolationWorldTransform().getOrigin().testStr(), cubetest.getWorldTransform().getRotation().testStr())); Console.WriteLine(String.Format("Cap: frame {0} frames: {1} POS:{2}, quat:{3}", frame, frames, capbody.getInterpolationWorldTransform().getOrigin().testStr(), capbody.getWorldTransform().getRotation().testStr())); Console.WriteLine(String.Format("Mesh: frame {0} frames: {1} POS:{2}, quat:{3}", frame, frames, meshbody.getInterpolationWorldTransform().getOrigin().testStr(), meshbody.getWorldTransform().getRotation().testStr())); } dynamicsWorld.removeRigidBody(meshbody); dynamicsWorld.removeRigidBody(capbody); dynamicsWorld.removeRigidBody(cubetest); dynamicsWorld.removeRigidBody(groundbody); cubetest.Dispose(); groundbody.Dispose(); capbody.Dispose(); cap.Dispose(); obj.Dispose(); testbtAxisSweep3.Dispose(); dynamicsWorld.Dispose(); coldisp.Dispose(); colconfig.Dispose(); seqimpconssol.Dispose(); testvec.Dispose(); testvec2.Dispose(); testvec3.Dispose(); testvec4.Dispose(); }