// Create a body object in Bullet, // Update prim.BSBody with the information about the new body if one is created. // Returns 'true if an object was actually created. // Called at taint-time. bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, PhysicalDestructionCallback bodyCallback) { bool ret = false; // the mesh, hull or native shape must have already been created in Bullet bool mustRebuild = !prim.PhysBody.HasPhysicalBody; // If there is an existing body, verify it's of an acceptable type. // If not a solid object, body is a GhostObject. Otherwise a RigidBody. if (!mustRebuild) { CollisionObjectTypes bodyType = (CollisionObjectTypes)PhysicsScene.PE.GetBodyType(prim.PhysBody); if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) { // If the collisionObject is not the correct type for solidness, rebuild what's there mustRebuild = true; if (DDetail) { DetailLog("{0},BSShapeCollection.CreateBody,forceRebuildBecauseChangingBodyType,bodyType={1}", prim.LocalID, bodyType); } } } if (mustRebuild || forceRebuild) { // Free any old body DereferenceBody(prim.PhysBody, bodyCallback); BulletBody aBody; if (prim.IsSolid) { aBody = PhysicsScene.PE.CreateBodyFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); if (DDetail) { DetailLog("{0},BSShapeCollection.CreateBody,rigid,body={1}", prim.LocalID, aBody); } } else { aBody = PhysicsScene.PE.CreateGhostFromShape(sim, prim.PhysShape.physShapeInfo, prim.LocalID, prim.RawPosition, prim.RawOrientation); if (DDetail) { DetailLog("{0},BSShapeCollection.CreateBody,ghost,body={1}", prim.LocalID, aBody); } } ReferenceBody(aBody); prim.PhysBody = aBody; ret = true; } return(ret); }
// Create a body object in Bullet. // Updates prim.BSBody with the information about the new body if one is created. // Returns 'true' if an object was actually created. // Called at taint-time. private bool CreateBody(bool forceRebuild, BSPhysObject prim, BulletWorld sim, BulletShape shape, BodyDestructionCallback bodyCallback) { bool ret = false; // the mesh, hull or native shape must have already been created in Bullet bool mustRebuild = !prim.PhysBody.HasPhysicalBody; // If there is an existing body, verify it's of an acceptable type. // If not a solid object, body is a GhostObject. Otherwise a RigidBody. if (!mustRebuild) { CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.PhysBody.ptr); if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) { // If the collisionObject is not the correct type for solidness, rebuild what's there mustRebuild = true; } } if (mustRebuild || forceRebuild) { // Free any old body DereferenceBody(prim.PhysBody, true, bodyCallback); BulletBody aBody; Object bodyPtr = null; if (prim.IsSolid) { bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); if (DDetail) { DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString()); } } else { bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, prim.LocalID, prim.RawPosition, prim.RawOrientation); if (DDetail) { DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString()); } } aBody = new BulletBody(prim.LocalID, bodyPtr); ReferenceBody(aBody, true); prim.PhysBody = aBody; ret = true; } return(ret); }
// Create a body object in Bullet. // Updates prim.BSBody with the information about the new body if one is created. // Returns 'true' if an object was actually created. // Called at taint-time. private bool CreateBody(bool forceRebuild, BSPrim prim, BulletSim sim, BulletShape shape, ShapeData shapeData, BodyDestructionCallback bodyCallback) { bool ret = false; // the mesh, hull or native shape must have already been created in Bullet bool mustRebuild = (prim.BSBody.ptr == IntPtr.Zero); // If there is an existing body, verify it's of an acceptable type. // If not a solid object, body is a GhostObject. Otherwise a RigidBody. if (!mustRebuild) { CollisionObjectTypes bodyType = (CollisionObjectTypes)BulletSimAPI.GetBodyType2(prim.BSBody.ptr); if (prim.IsSolid && bodyType != CollisionObjectTypes.CO_RIGID_BODY || !prim.IsSolid && bodyType != CollisionObjectTypes.CO_GHOST_OBJECT) { // If the collisionObject is not the correct type for solidness, rebuild what's there mustRebuild = true; } } if (mustRebuild || forceRebuild) { DereferenceBody(prim.BSBody, true, bodyCallback); BulletBody aBody; IntPtr bodyPtr = IntPtr.Zero; if (prim.IsSolid) { bodyPtr = BulletSimAPI.CreateBodyFromShape2(sim.ptr, shape.ptr, shapeData.ID, shapeData.Position, shapeData.Rotation); // DetailLog("{0},BSShapeCollection.CreateBody,mesh,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); } else { bodyPtr = BulletSimAPI.CreateGhostFromShape2(sim.ptr, shape.ptr, shapeData.ID, shapeData.Position, shapeData.Rotation); // DetailLog("{0},BSShapeCollection.CreateBody,ghost,ptr={1}", prim.LocalID, bodyPtr.ToString("X")); } aBody = new BulletBody(shapeData.ID, bodyPtr); ReferenceBody(aBody, true); prim.BSBody = aBody; ret = true; } return(ret); }
public void SetInternalType(CollisionObjectTypes types) { m_internalType = types; }