BulletSim: subclass Bullet[World|Body|Shape|Constraint] for unmanaged

to have pointers and managed to have objects.
Initial paste of XNA code. Commented out.
This commit is contained in:
Robert Adams
2013-01-01 09:30:49 -08:00
parent a0739a80a8
commit 04132d3af4
6 changed files with 1806 additions and 278 deletions

View File

@@ -33,17 +33,23 @@ namespace OpenSim.Region.Physics.BulletSPlugin
{
// Classes to allow some type checking for the API
// These hold pointers to allocated objects in the unmanaged space.
// These classes are subclassed by the various physical implementations of
// objects. In particular, there is a version for physical instances in
// unmanaged memory ("unman") and one for in managed memory ("XNA").
// Currently, the instances of these classes are a reference to a
// physical representation and this has no releationship to other
// instances. Someday, refarb the usage of these classes so each instance
// refers to a particular physical instance and this class controls reference
// counts and such. This should be done along with adding BSShapes.
// The physics engine controller class created at initialization
public class BulletWorld
{
public BulletWorld(uint worldId, BSScene bss, IntPtr xx)
public BulletWorld(uint worldId, BSScene bss)
{
ptr = xx;
worldID = worldId;
physicsScene = bss;
}
public IntPtr ptr;
public uint worldID;
// The scene is only in here so very low level routines have a handle to print debug/error messages
public BSScene physicsScene;
@@ -52,27 +58,19 @@ public class BulletWorld
// An allocated Bullet btRigidBody
public class BulletBody
{
public BulletBody(uint id) : this(id, IntPtr.Zero)
{
}
public BulletBody(uint id, IntPtr xx)
public BulletBody(uint id)
{
ID = id;
ptr = xx;
collisionType = CollisionType.Static;
}
public IntPtr ptr;
public uint ID;
public CollisionType collisionType;
public void Clear()
{
ptr = IntPtr.Zero;
}
public bool HasPhysicalBody { get { return ptr != IntPtr.Zero; } }
public virtual void Clear() { }
public virtual bool HasPhysicalBody { get { return false; } }
// Apply the specificed collision mask into the physical world
public bool ApplyCollisionMask(BSScene physicsScene)
public virtual bool ApplyCollisionMask(BSScene physicsScene)
{
// Should assert the body has been added to the physical world.
// (The collision masks are stored in the collision proxy cache which only exists for
@@ -83,12 +81,9 @@ public class BulletBody
}
// Used for log messages for a unique display of the memory/object allocated to this instance
public string AddrString
public virtual string AddrString
{
get
{
return ptr.ToString("X");
}
get { return "unknown"; }
}
public override string ToString()
@@ -108,38 +103,26 @@ public class BulletBody
public class BulletShape
{
public BulletShape()
: this(IntPtr.Zero, BSPhysicsShapeType.SHAPE_UNKNOWN)
{
}
public BulletShape(IntPtr xx)
: this(xx, BSPhysicsShapeType.SHAPE_UNKNOWN)
{
}
public BulletShape(IntPtr xx, BSPhysicsShapeType typ)
{
ptr = xx;
type = typ;
type = BSPhysicsShapeType.SHAPE_UNKNOWN;
shapeKey = (System.UInt64)FixedShapeKey.KEY_NONE;
isNativeShape = false;
}
public IntPtr ptr;
public BSPhysicsShapeType type;
public System.UInt64 shapeKey;
public bool isNativeShape;
public void Clear()
{
ptr = IntPtr.Zero;
}
public bool HasPhysicalShape { get { return ptr != IntPtr.Zero; } }
public virtual void Clear() { }
public virtual bool HasPhysicalShape { get { return false; } }
// Make another reference to this physical object.
public virtual BulletShape Clone() { return new BulletShape(); }
// Return 'true' if this and other refer to the same physical object
public virtual bool ReferenceSame(BulletShape xx) { return false; }
// Used for log messages for a unique display of the memory/object allocated to this instance
public string AddrString
public virtual string AddrString
{
get
{
return ptr.ToString("X");
}
get { return "unknown"; }
}
public override string ToString()
@@ -161,25 +144,16 @@ public class BulletShape
// An allocated Bullet btConstraint
public class BulletConstraint
{
public BulletConstraint(IntPtr xx)
public BulletConstraint()
{
ptr = xx;
}
public IntPtr ptr;
public void Clear()
{
ptr = IntPtr.Zero;
}
public bool HasPhysicalConstraint { get { return ptr != IntPtr.Zero; } }
public virtual void Clear() { }
public virtual bool HasPhysicalConstraint { get { return false; } }
// Used for log messages for a unique display of the memory/object allocated to this instance
public string AddrString
public virtual string AddrString
{
get
{
return ptr.ToString("X");
}
get { return "unknown"; }
}
}