public bool Callback(ref ManifoldPoint cp, CollisionObject colObj0, int partId0, int index0, CollisionObject colObj1, int partId1, int index1) { bool enable = true; if (enable) { InternalEdgeUtility.AdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1,BulletXNA.BulletCollision.CollisionDispatch.InternalEdgeUtility.InternalEdgeAdjustFlags.BT_TRIANGLE_CONVEX_BACKFACE_NONE); //btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_BACKFACE_MODE); //btAdjustInternalEdgeContacts(cp,colObj1,colObj0, partId1,index1, BT_TRIANGLE_CONVEX_DOUBLE_SIDED+BT_TRIANGLE_CONCAVE_DOUBLE_SIDED); } float friction0 = colObj0.GetFriction(); float friction1 = colObj1.GetFriction(); float restitution0 = colObj0.GetRestitution(); float restitution1 = colObj1.GetRestitution(); if ((colObj0.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0) { friction0 = 1.0f;//partId0,index0 restitution0 = 0.0f; } if ((colObj1.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0) { if ((index1&1) != 0) { friction1 = 1.0f;//partId1,index1 } else { friction1 = 0.0f; } restitution1 = 0.0f; } cp.m_combinedFriction = CalculateCombinedFriction(friction0,friction1); cp.m_combinedRestitution = CalculateCombinedRestitution(restitution0,restitution1); //this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction return true; }
private static void RecordCollision(CollisionWorld world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm) { IndexedVector3 contactNormal = norm; if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) { return; } uint idA = (uint)objA.GetUserPointer(); uint idB = (uint)objB.GetUserPointer(); if (idA > idB) { uint temp = idA; idA = idB; idB = temp; contactNormal = -contactNormal; } ulong collisionID = ((ulong) idA << 32) | idB; BulletXNA.CollisionDesc cDesc = new BulletXNA.CollisionDesc() { aID = idA, bID = idB, point = contact, normal = contactNormal }; world.UpdatedCollisions.Add(cDesc); m_collisionsThisFrame++; }
private static void RecordCollision(BSAPIXNA world, CollisionObject objA, CollisionObject objB, IndexedVector3 contact, IndexedVector3 norm, float penetration) { IndexedVector3 contactNormal = norm; if ((objA.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0 && (objB.GetCollisionFlags() & BulletXNA.BulletCollision.CollisionFlags.BS_WANTS_COLLISIONS) == 0) { return; } uint idA = (uint)objA.GetUserPointer(); uint idB = (uint)objB.GetUserPointer(); if (idA > idB) { uint temp = idA; idA = idB; idB = temp; contactNormal = -contactNormal; } //ulong collisionID = ((ulong) idA << 32) | idB; CollisionDesc cDesc = new CollisionDesc() { aID = idA, bID = idB, point = new Vector3(contact.X,contact.Y,contact.Z), normal = new Vector3(contactNormal.X,contactNormal.Y,contactNormal.Z), penetration = penetration }; if (world.LastCollisionDesc < world.UpdatedCollisions.Length) world.UpdatedCollisions[world.LastCollisionDesc++] = (cDesc); m_collisionsThisFrame++; }
public bool Callback(ref ManifoldPoint cp, CollisionObject colObj0, int partId0, int index0, CollisionObject colObj1, int partId1, int index1) { float friction0 = colObj0.GetFriction(); float friction1 = colObj1.GetFriction(); float restitution0 = colObj0.GetRestitution(); float restitution1 = colObj1.GetRestitution(); if ((colObj0.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0) { friction0 = 1.0f;//partId0,index0 restitution0 = 0.0f; } if ((colObj1.GetCollisionFlags() & CollisionFlags.CF_CUSTOM_MATERIAL_CALLBACK) != 0) { if ((index1&1) != 0) { friction1 = 1.0f;//partId1,index1 } else { friction1 = 0f; } restitution1 = 0f; } cp.m_combinedFriction = CalculateCombinedFriction(friction0,friction1); cp.m_combinedRestitution = calculateCombinedRestitution(restitution0,restitution1); //this return value is currently ignored, but to be on the safe side: return false if you don't calculate friction return true; }