Method | Description | |
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AddAvatar ( string avName, System.Vector3 position, System.Vector3 size, bool isFlying ) : PhysicsActor | ||
AddPhysicsActorTaint ( PhysicsActor prim ) : void | ||
AddPrimShape ( string primName, OpenSim.Framework.PrimitiveBaseShape pbs, System.Vector3 position, System.Vector3 size, Quaternion rotation ) : PhysicsActor | ||
AddPrimShape ( string primName, OpenSim.Framework.PrimitiveBaseShape pbs, System.Vector3 position, System.Vector3 size, Quaternion rotation, bool isPhysical ) : PhysicsActor | ||
Combine ( PhysicsScene pScene, System.Vector3 offset, System.Vector3 extents ) : void | ||
DeleteTerrain ( ) : void | ||
Dispose ( ) : void | ||
DumpJointInfo ( ) : void | ||
GetJointAnchor ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : System.Vector3 | ||
GetJointAxis ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : System.Vector3 | ||
GetResults ( ) : void | ||
GetTopColliders ( ) : float>.Dictionary |
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Initialise ( IMesher meshmerizer, IVoxelMesher voxmesher, IConfigSource config ) : void | ||
RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, RaycastCallback retMethod ) : void |
Queue a raycast against the physics scene. The provided callback method will be called when the raycast is complete Many physics engines don't support collision testing at the same time as manipulating the physics scene, so we queue the request up and callback a custom method when the raycast is complete. This allows physics engines that give an immediate result to callback immediately and ones that don't, to callback when it gets a result back. ODE for example will not allow you to change the scene while collision testing or it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene. This is named RayCastWorld to not conflict with modrex's Raycast method.
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RemoveAllJointsConnectedToActorThreadLocked ( PhysicsActor actor ) : void | ||
RemoveAvatar ( PhysicsActor actor ) : void | ||
RemovePrim ( PhysicsActor prim ) : void | ||
RequestJointCreation ( string objectNameInScene, PhysicsJointType jointType, System.Vector3 position, Quaternion rotation, string parms, List |
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RequestJointDeletion ( string objectNameInScene ) : void | ||
SetTerrain ( bool heightMap ) : void | ||
SetWaterLevel ( float baseheight ) : void | ||
Simulate ( float timeStep ) : float | ||
SupportsCombining ( ) : bool | ||
SupportsRayCast ( ) : bool |
True if the physics plugin supports raycasting against the physics scene
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TriggerPhysicsBasedRestart ( ) : void | ||
UnCombine ( PhysicsScene pScene ) : void |
Method | Description | |
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DoJointDeactivated ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : void | ||
DoJointErrorMessage ( OpenSim.Region.Physics.Manager.PhysicsJoint joint, string message ) : void | ||
DoJointMoved ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : void |
public abstract AddAvatar ( string avName, System.Vector3 position, System.Vector3 size, bool isFlying ) : PhysicsActor | ||
avName | string | |
position | System.Vector3 | |
size | System.Vector3 | |
isFlying | bool | |
return | PhysicsActor |
public abstract AddPhysicsActorTaint ( PhysicsActor prim ) : void | ||
prim | PhysicsActor | |
return | void |
public abstract AddPrimShape ( string primName, OpenSim.Framework.PrimitiveBaseShape pbs, System.Vector3 position, System.Vector3 size, Quaternion rotation ) : PhysicsActor | ||
primName | string | |
pbs | OpenSim.Framework.PrimitiveBaseShape | |
position | System.Vector3 | |
size | System.Vector3 | |
rotation | Quaternion | |
return | PhysicsActor |
public abstract AddPrimShape ( string primName, OpenSim.Framework.PrimitiveBaseShape pbs, System.Vector3 position, System.Vector3 size, Quaternion rotation, bool isPhysical ) : PhysicsActor | ||
primName | string | |
pbs | OpenSim.Framework.PrimitiveBaseShape | |
position | System.Vector3 | |
size | System.Vector3 | |
rotation | Quaternion | |
isPhysical | bool | |
return | PhysicsActor |
public Combine ( PhysicsScene pScene, System.Vector3 offset, System.Vector3 extents ) : void | ||
pScene | PhysicsScene | |
offset | System.Vector3 | |
extents | System.Vector3 | |
return | void |
protected DoJointDeactivated ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : void | ||
joint | OpenSim.Region.Physics.Manager.PhysicsJoint | |
return | void |
protected DoJointErrorMessage ( OpenSim.Region.Physics.Manager.PhysicsJoint joint, string message ) : void | ||
joint | OpenSim.Region.Physics.Manager.PhysicsJoint | |
message | string | |
return | void |
protected DoJointMoved ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : void | ||
joint | OpenSim.Region.Physics.Manager.PhysicsJoint | |
return | void |
public GetJointAnchor ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : System.Vector3 | ||
joint | OpenSim.Region.Physics.Manager.PhysicsJoint | |
return | System.Vector3 |
public GetJointAxis ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : System.Vector3 | ||
joint | OpenSim.Region.Physics.Manager.PhysicsJoint | |
return | System.Vector3 |
public abstract GetTopColliders ( ) : float>.Dictionary |
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return | float>.Dictionary |
public abstract Initialise ( IMesher meshmerizer, IVoxelMesher voxmesher, IConfigSource config ) : void | ||
meshmerizer | IMesher | |
voxmesher | IVoxelMesher | |
config | IConfigSource | |
return | void |
public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, RaycastCallback retMethod ) : void | ||
position | System.Vector3 | Origin of the ray |
direction | System.Vector3 | Direction of the ray |
length | float | Length of ray in meters |
retMethod | RaycastCallback | Method to call when the raycast is complete |
return | void |
public RemoveAllJointsConnectedToActorThreadLocked ( PhysicsActor actor ) : void | ||
actor | PhysicsActor | |
return | void |
public abstract RemoveAvatar ( PhysicsActor actor ) : void | ||
actor | PhysicsActor | |
return | void |
public abstract RemovePrim ( PhysicsActor prim ) : void | ||
prim | PhysicsActor | |
return | void |
public RequestJointCreation ( string objectNameInScene, PhysicsJointType jointType, System.Vector3 position, Quaternion rotation, string parms, List |
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objectNameInScene | string | |
jointType | PhysicsJointType | |
position | System.Vector3 | |
rotation | Quaternion | |
parms | string | |
bodyNames | List |
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trackedBodyName | string | |
localRotation | Quaternion | |
return | OpenSim.Region.Physics.Manager.PhysicsJoint |
public RequestJointDeletion ( string objectNameInScene ) : void | ||
objectNameInScene | string | |
return | void |
public abstract SetTerrain ( bool heightMap ) : void | ||
heightMap | bool | |
return | void |
public abstract SetWaterLevel ( float baseheight ) : void | ||
baseheight | float | |
return | void |
public abstract Simulate ( float timeStep ) : float | ||
timeStep | float | |
return | float |
public UnCombine ( PhysicsScene pScene ) : void | ||
pScene | PhysicsScene | |
return | void |