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); }
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); }
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); }
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); }
// 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); } }
protected void MDetailLog(string msg, params Object[] parms) { if (PhysicsScene != null) { PhysicsScene.DetailLog(msg, parms); } }
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); }
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); }
// 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); }
// 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); }
// High performance detailed logging routine used by the physical objects. protected void DetailLog(string msg, params Object[] args) { PhysicsScene.DetailLog(msg, args); }