示例#1
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 public bool SetStiffness(int pIndex, float pStiffness)
 {
     PhysicsScene.DetailLog("{0},BSConstraintSpring.SetStiffness,obj1ID={1},obj2ID={2},indx={3},stiff={4}",
                            m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pStiffness);
     PhysicsScene.PE.SpringSetStiffness(m_constraint, pIndex, pStiffness);
     return(true);
 }
示例#2
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 public bool SetEquilibriumPoint(int pIndex, float pEqPoint)
 {
     PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},indx={3},eqPoint={4}",
                            m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pEqPoint);
     PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, pIndex, pEqPoint);
     return(true);
 }
示例#3
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 public bool SetAxisEnable(int pIndex, bool pAxisEnable)
 {
     PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEnable,obj1ID={1},obj2ID={2},indx={3},enable={4}",
                            m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pAxisEnable);
     PhysicsScene.PE.SpringEnable(m_constraint, pIndex, BSParam.NumericBool(pAxisEnable));
     return(true);
 }
示例#4
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 public bool SetDamping(int pIndex, float pDamping)
 {
     PhysicsScene.DetailLog("{0},BSConstraintSpring.SetDamping,obj1ID={1},obj2ID={2},indx={3},damp={4}",
                            m_body1.ID, m_body1.ID, m_body2.ID, pIndex, pDamping);
     PhysicsScene.PE.SpringSetDamping(m_constraint, pIndex, pDamping);
     return(true);
 }
示例#5
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 // Invoke the detailed logger and output something if it's enabled.
 protected void DetailLog(string msg, params Object[] args)
 {
     if (PhysicsScene.PhysicsLogging.Enabled)
     {
         PhysicsScene.DetailLog(msg, args);
     }
 }
示例#6
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 protected void MDetailLog(string msg, params Object[] parms)
 {
     if (PhysicsScene != null)
     {
         PhysicsScene.DetailLog(msg, parms);
     }
 }
示例#7
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 public bool SetEquilibriumPoint(Vector3 linearEq, Vector3 angularEq)
 {
     PhysicsScene.DetailLog("{0},BSConstraintSpring.SetEquilibriumPoint,obj1ID={1},obj2ID={2},linearEq={3},angularEq={4}",
                            m_body1.ID, m_body1.ID, m_body2.ID, linearEq, angularEq);
     PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 0, linearEq.X);
     PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 1, linearEq.Y);
     PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 2, linearEq.Z);
     PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 3, angularEq.X);
     PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 4, angularEq.Y);
     PhysicsScene.PE.SpringSetEquilibriumPoint(m_constraint, 5, angularEq.Z);
     return(true);
 }
 // A 6 Dof constraint that is fixed in the world and constrained to a on-the-fly created static object
 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, Vector3 frameInBloc, Quaternion frameInBrot,
                         bool useLinearReferenceFrameB, bool disableCollisionsBetweenLinkedBodies)
     : base(world)
 {
     m_body1      = obj1;
     m_body2      = obj1; // Look out for confusion down the road
     m_constraint = PhysicsScene.PE.Create6DofConstraintFixed(m_world, m_body1,
                                                              frameInBloc, frameInBrot,
                                                              useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies);
     m_enabled = true;
     PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed,wID={1},rID={2},rBody={3}",
                            m_body1.ID, world.worldID, obj1.ID, obj1.AddrString);
     PhysicsScene.DetailLog("{0},BS6DofConstraint,createFixed,  fBLoc={1},fBRot={2},usefA={3},disCol={4}",
                            m_body1.ID, frameInBloc, frameInBrot, useLinearReferenceFrameB, disableCollisionsBetweenLinkedBodies);
 }
示例#9
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        public BSConstraintSpring(BulletWorld world, BulletBody obj1, BulletBody obj2,
                                  Vector3 frame1Loc, Quaternion frame1Rot,
                                  Vector3 frame2Loc, Quaternion frame2Rot,
                                  bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
            : base(world, obj1, obj2)
        {
            m_constraint = PhysicsScene.PE.Create6DofSpringConstraint(world, obj1, obj2,
                                                                      frame1Loc, frame1Rot, frame2Loc, frame2Rot,
                                                                      useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
            m_enabled = true;

            PhysicsScene.DetailLog("{0},BSConstraintSpring,create,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
                                   obj1.ID, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
            PhysicsScene.DetailLog("{0},BSConstraintSpring,create,  f1Loc={1},f1Rot={2},f2Loc={3},f2Rot={4},usefA={5},disCol={6}",
                                   m_body1.ID, frame1Loc, frame1Rot, frame2Loc, frame2Rot, useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
        }
示例#10
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 // 6 Dof constraint based on a midpoint between the two constrained bodies
 public BSConstraint6Dof(BulletWorld world, BulletBody obj1, BulletBody obj2,
                         Vector3 joinPoint,
                         bool useLinearReferenceFrameA, bool disableCollisionsBetweenLinkedBodies)
     : base(world)
 {
     m_body1 = obj1;
     m_body2 = obj2;
     if (!obj1.HasPhysicalBody || !obj2.HasPhysicalBody)
     {
         world.physicsScene.DetailLog(
             "{0},BS6DOFConstraint,badBodyPtr,wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
             BSScene.DetailLogZero, world.worldID,
             obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
         world.physicsScene.Logger.ErrorFormat(
             "{0} Attempt to build 6DOF constraint with missing bodies: wID={1}, rID={2}, rBody={3}, cID={4}, cBody={5}",
             LogHeader, world.worldID, obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
         m_enabled = false;
     }
     else
     {
         m_constraint = PhysicsScene.PE.Create6DofConstraintToPoint(m_world, m_body1, m_body2,
                                                                    joinPoint,
                                                                    useLinearReferenceFrameA, disableCollisionsBetweenLinkedBodies);
         PhysicsScene.DetailLog(
             "{0},BS6DofConstraint,createMidPoint,wID={1}, csrt={2}, rID={3}, rBody={4}, cID={5}, cBody={6}",
             BSScene.DetailLogZero, world.worldID, m_constraint.AddrString,
             obj1.ID, obj1.AddrString, obj2.ID, obj2.AddrString);
         if (!m_constraint.HasPhysicalConstraint)
         {
             world.physicsScene.Logger.ErrorFormat(
                 "{0} Failed creation of 6Dof constraint. rootID={1}, childID={2}",
                 LogHeader, obj1.ID, obj2.ID);
             m_enabled = false;
         }
         else
         {
             m_enabled = true;
         }
     }
 }
        // Create terrain mesh from a heightmap.
        public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
                             Vector3 minCoords, Vector3 maxCoords)
            : base(physicsScene, regionBase, id)
        {
            int indicesCount;

            int[] indices;
            int   verticesCount;

            float[] vertices;

            m_savedHeightMap = initialMap;

            m_sizeX = (int)(maxCoords.X - minCoords.X);
            m_sizeY = (int)(maxCoords.Y - minCoords.Y);

            bool meshCreationSuccess = false;

            if (BSParam.TerrainMeshMagnification == 1)
            {
                // If a magnification of one, use the old routine that is tried and true.
                meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene,
                                                                           initialMap, m_sizeX, m_sizeY, // input size
                                                                           Vector3.Zero,                 // base for mesh
                                                                           out indicesCount, out indices, out verticesCount, out vertices);
            }
            else
            {
                // Other magnifications use the newer routine
                meshCreationSuccess = BSTerrainMesh.ConvertHeightmapToMesh2(PhysicsScene,
                                                                            initialMap, m_sizeX, m_sizeY, // input size
                                                                            BSParam.TerrainMeshMagnification,
                                                                            physicsScene.TerrainManager.WorldMax,
                                                                            Vector3.Zero, // base for mesh
                                                                            out indicesCount, out indices, out verticesCount, out vertices);
            }
            if (!meshCreationSuccess)
            {
                // DISASTER!!
                PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap,id={1}",
                                       BSScene.DetailLogZero, ID);
                PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader,
                                                TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }

            PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshid,id={1},indices={2},indSz={3},vertices={4},vertSz={5}",
                                   BSScene.DetailLogZero, ID, indicesCount, indices.Length, verticesCount, vertices.Length);

            m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount,
                                                             vertices);

            if (!m_terrainShape.HasPhysicalShape)
            {
                // DISASTER!!
                PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape,id={1}", BSScene.DetailLogZero,
                                       ID);
                PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }

            Vector3    pos = regionBase;
            Quaternion rot = Quaternion.Identity;

            m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot);
            if (!m_terrainBody.HasPhysicalBody)
            {
                // DISASTER!!
                PhysicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }

            physicsScene.PE.SetShapeCollisionMargin(m_terrainShape, BSParam.TerrainCollisionMargin);

            // Set current terrain attributes
            PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
            PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
            PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
            PhysicsScene.PE.SetContactProcessingThreshold(m_terrainBody, BSParam.TerrainContactProcessingThreshold);
            PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);

            // Static objects are not very massive.
            PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);

            // Put the new terrain to the world of physical objects
            PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody);

            // Redo its bounding box now that it is in the world
            PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody);

            m_terrainBody.collisionType = CollisionType.Terrain;
            m_terrainBody.ApplyCollisionMask(PhysicsScene);

            if (BSParam.UseSingleSidedMeshes)
            {
                PhysicsScene.DetailLog("{0},BSTerrainMesh.settingCustomMaterial,id={1}", BSScene.DetailLogZero, id);
                PhysicsScene.PE.AddToCollisionFlags(m_terrainBody, CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK);
            }

            // Make it so the terrain will not move or be considered for movement.
            PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
        }
示例#12
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        // Create terrain mesh from a heightmap.
        public BSTerrainMesh(BSScene physicsScene, Vector3 regionBase, uint id, float[] initialMap,
                             Vector3 minCoords, Vector3 maxCoords)
            : base(physicsScene, regionBase, id)
        {
            int indicesCount;

            int[] indices;
            int   verticesCount;

            float[] vertices;

            m_savedHeightMap = initialMap;

            m_sizeX = (int)(maxCoords.X - minCoords.X);
            m_sizeY = (int)(maxCoords.Y - minCoords.Y);

            if (!BSTerrainMesh.ConvertHeightmapToMesh(PhysicsScene, initialMap,
                                                      m_sizeX, m_sizeY,
                                                      (float)m_sizeX, (float)m_sizeY,
                                                      Vector3.Zero, 1.0f,
                                                      out indicesCount, out indices, out verticesCount, out vertices))
            {
                // DISASTER!!
                PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedConversionOfHeightmap", ID);
                PhysicsScene.Logger.ErrorFormat("{0} Failed conversion of heightmap to mesh! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }
            PhysicsScene.DetailLog("{0},BSTerrainMesh.create,meshed,indices={1},indSz={2},vertices={3},vertSz={4}",
                                   ID, indicesCount, indices.Length, verticesCount, vertices.Length);

            m_terrainShape = PhysicsScene.PE.CreateMeshShape(PhysicsScene.World, indicesCount, indices, verticesCount, vertices);
            if (!m_terrainShape.HasPhysicalShape)
            {
                // DISASTER!!
                PhysicsScene.DetailLog("{0},BSTerrainMesh.create,failedCreationOfShape", ID);
                physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain mesh! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }

            Vector3    pos = regionBase;
            Quaternion rot = Quaternion.Identity;

            m_terrainBody = PhysicsScene.PE.CreateBodyWithDefaultMotionState(m_terrainShape, ID, pos, rot);
            if (!m_terrainBody.HasPhysicalBody)
            {
                // DISASTER!!
                physicsScene.Logger.ErrorFormat("{0} Failed creation of terrain body! base={1}", LogHeader, TerrainBase);
                // Something is very messed up and a crash is in our future.
                return;
            }

            // Set current terrain attributes
            PhysicsScene.PE.SetFriction(m_terrainBody, BSParam.TerrainFriction);
            PhysicsScene.PE.SetHitFraction(m_terrainBody, BSParam.TerrainHitFraction);
            PhysicsScene.PE.SetRestitution(m_terrainBody, BSParam.TerrainRestitution);
            PhysicsScene.PE.SetCollisionFlags(m_terrainBody, CollisionFlags.CF_STATIC_OBJECT);

            // Static objects are not very massive.
            PhysicsScene.PE.SetMassProps(m_terrainBody, 0f, Vector3.Zero);

            // Put the new terrain to the world of physical objects
            PhysicsScene.PE.AddObjectToWorld(PhysicsScene.World, m_terrainBody);

            // Redo its bounding box now that it is in the world
            PhysicsScene.PE.UpdateSingleAabb(PhysicsScene.World, m_terrainBody);

            m_terrainBody.collisionType = CollisionType.Terrain;
            m_terrainBody.ApplyCollisionMask(PhysicsScene);

            // Make it so the terrain will not move or be considered for movement.
            PhysicsScene.PE.ForceActivationState(m_terrainBody, ActivationState.DISABLE_SIMULATION);
        }
示例#13
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 // High performance detailed logging routine used by the physical objects.
 protected void DetailLog(string msg, params Object[] args)
 {
     PhysicsScene.DetailLog(msg, args);
 }