public SimpleBroadphase(int maxProxies, IOverlappingPairCache overlappingPairCache) { if (overlappingPairCache == null) { overlappingPairCache = new HashedOverlappingPairCache(); m_ownsPairCache = true; } m_pHandles = new SimpleBroadphaseProxy[maxProxies]; m_pairCache = overlappingPairCache; m_maxHandles = maxProxies; m_numHandles = 0; m_firstFreeHandle = 0; m_LastHandleIndex = -1; for (int i = m_firstFreeHandle; i < maxProxies; i++) { m_pHandles[i] = new SimpleBroadphaseProxy(i); m_pHandles[i].SetNextFree(i + 1); m_pHandles[i].m_uniqueId = ++m_proxyCounter;; //any UID will do, we just avoid too trivial values (0,1) for debugging purposes } m_pHandles[maxProxies - 1].SetNextFree(0); }
public SimpleBroadphase(int maxProxies, IOverlappingPairCache overlappingPairCache) { if (overlappingPairCache == null) { overlappingPairCache = new HashedOverlappingPairCache(); m_ownsPairCache = true; } m_pHandles = new SimpleBroadphaseProxy[maxProxies]; m_pairCache = overlappingPairCache; m_maxHandles = maxProxies; m_numHandles = 0; m_firstFreeHandle = 0; m_LastHandleIndex = -1; for (int i = m_firstFreeHandle; i < maxProxies; i++) { m_pHandles[i] = new SimpleBroadphaseProxy(i); m_pHandles[i].SetNextFree(i + 1); m_pHandles[i].m_uniqueId = ++m_proxyCounter; ;//any UID will do, we just avoid too trivial values (0,1) for debugging purposes } m_pHandles[maxProxies - 1].SetNextFree(0); }
public PairCachingGhostObject() { m_hashPairCache = new HashedOverlappingPairCache(); }
public override void InitializeDemo() { //maxiterations = 10; SetCameraDistance(SCALING * 50f); //string filename = @"E:\users\man\bullet\xna-basic-output-1.txt"; //FileStream filestream = File.Open(filename, FileMode.Create, FileAccess.Write, FileShare.Read); //BulletGlobals.g_streamWriter = new StreamWriter(filestream); ///collision configuration contains default setup for memory, collision setup m_collisionConfiguration = new DefaultCollisionConfiguration(); ///use the default collision dispatcher. For parallel processing you can use a diffent dispatcher (see Extras/BulletMultiThreaded) m_dispatcher = new CollisionDispatcher(m_collisionConfiguration); IndexedVector3 worldMin = new IndexedVector3(-1000, -1000, -1000); IndexedVector3 worldMax = -worldMin; m_broadphase = new AxisSweep3Internal(ref worldMin, ref worldMax, 0xfffe, 0xffff, 16384, null, false); IOverlappingPairCache pairCache = null; //pairCache = new SortedOverlappingPairCache(); pairCache = new HashedOverlappingPairCache(); m_broadphase = new DbvtBroadphase(pairCache); //m_broadphase = new SimpleBroadphase(1000, pairCache); ///the default constraint solver. For parallel processing you can use a different solver (see Extras/BulletMultiThreaded) SequentialImpulseConstraintSolver sol = new SequentialImpulseConstraintSolver(); m_constraintSolver = sol; m_dynamicsWorld = new DiscreteDynamicsWorld(m_dispatcher, m_broadphase, m_constraintSolver, m_collisionConfiguration); IndexedVector3 gravity = new IndexedVector3(0, -10, 0); m_dynamicsWorld.SetGravity(ref gravity); ///create a few basic rigid bodies IndexedVector3 halfExtents = new IndexedVector3(50, 50, 50); //IndexedVector3 halfExtents = new IndexedVector3(10, 10, 10); CollisionShape groundShape = new BoxShape(ref halfExtents); //CollisionShape groundShape = new StaticPlaneShape(new IndexedVector3(0,1,0), 50); m_collisionShapes.Add(groundShape); IndexedMatrix groundTransform = IndexedMatrix.CreateTranslation(new IndexedVector3(0, -50, 0)); float mass = 0f; float topY = 2.5f; float bottomY = 0.5f; float diff = 10f; float left = -(diff / 2f); float right = -left; LocalCreateRigidBody(mass, ref groundTransform, groundShape); { /// Create Dynamic Objects IndexedMatrix startTransform = IndexedMatrix.Identity; mass = 0f; //rigidbody is dynamic if and only if mass is non zero, otherwise static bool isDynamic = mass != 0f; RigidBody rb = null; //startTransform._origin = new IndexedVector3(left, topY, 0); //collisionTopLeftCorner = BuildCorner(vertices, topLeft); //rb = LocalCreateRigidBody(0f, startTransform, collisionTopLeftCorner); //rb.SetUserPointer("TopLeftCorner"); //startTransform._origin = new IndexedVector3(right, topY, 0); //collisionTopRightCorner = BuildCorner(vertices, topRight); //rb = LocalCreateRigidBody(0f, startTransform, collisionTopRightCorner); //rb.SetUserPointer("TopRightCorner"); startTransform._origin = new IndexedVector3(left, bottomY, 0); collisionBottomLeftCorner = BuildCorner(vertices, bottomLeft); rb = LocalCreateRigidBody(0f, startTransform, collisionBottomLeftCorner); rb.SetUserPointer("BottomLeftCorner"); startTransform._origin = new IndexedVector3(right, bottomY, 0); collisionBottomRightCorner = BuildCorner(vertices, bottomRight); rb = LocalCreateRigidBody(0f, startTransform, collisionBottomRightCorner); rb.SetUserPointer("BottomRightCorner"); startTransform._origin = IndexedVector3.Zero; m_playerSphere = LocalCreateRigidBody(1f, startTransform, new SphereShape(0.25f)); m_playerSphere.SetActivationState(ActivationState.DISABLE_DEACTIVATION); } BulletGlobals.gDebugDraw.SetDebugMode(BulletXNA.LinearMath.DebugDrawModes.DBG_DrawAabb | BulletXNA.LinearMath.DebugDrawModes.DBG_DrawNormals | BulletXNA.LinearMath.DebugDrawModes.DBG_DrawContactPoints); m_dynamicsWorld.SetDebugDrawer(BulletGlobals.gDebugDraw); //ClientResetScene(); }