C# Class Universe.Framework.Physics.PhysicsActor

Show file Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Protected Properties

Property Type Description
m_targetVelocity Vector3

Public Methods

Method Description
AddAngularForce ( System.Vector3 force, bool pushforce ) : void
AddCollisionEvent ( uint collidedWith, ContactPoint contact ) : void
AddForce ( System.Vector3 force, bool pushforce ) : void
CheckForRegionCrossing ( ) : bool
ClearVelocity ( ) : void
CrossingFailure ( ) : void
Delink ( ) : void
Extension ( string pFunct ) : object
FirePhysicalRepresentationChanged ( ) : void
ForceSetPosition ( System.Vector3 position ) : void
ForceSetRotVelocity ( System.Vector3 velocity ) : void
ForceSetVelocity ( System.Vector3 velocity ) : void
Link ( PhysicsActor obj ) : void
LinkGroupToThis ( PhysicsActor objs ) : void
LockAngularMotion ( System.Vector3 axis ) : void
RaiseOutOfBounds ( System.Vector3 pos ) : void
RequestPhysicsterseUpdate ( ) : void
SendCollisionUpdate ( EventArgs e ) : void
SendCollisions ( ) : bool
SetCameraPos ( Quaternion CameraRotation ) : void
SetMaterial ( int material, float friction, float restitution, float gravityMultiplier, float density ) : void
SubscribeEvents ( int ms ) : void
SubscribedEvents ( ) : bool
SubscribedToCollisions ( ) : bool
TriggerMovementUpdate ( ) : void
TriggerSignificantMovement ( ) : void
UnSubscribeEvents ( ) : void
VehicleFlags ( int param, bool remove ) : void
VehicleFloatParam ( int param, float value ) : void
VehicleRotationParam ( int param, Quaternion rotation ) : void
VehicleVectorParam ( int param, Vector3 value ) : void

Method Details

AddAngularForce() public method

public AddAngularForce ( System.Vector3 force, bool pushforce ) : void
force System.Vector3
pushforce bool
return void

AddCollisionEvent() public abstract method

public abstract AddCollisionEvent ( uint collidedWith, ContactPoint contact ) : void
collidedWith uint
contact ContactPoint
return void

AddForce() public abstract method

public abstract AddForce ( System.Vector3 force, bool pushforce ) : void
force System.Vector3
pushforce bool
return void

CheckForRegionCrossing() public method

public CheckForRegionCrossing ( ) : bool
return bool

ClearVelocity() public method

public ClearVelocity ( ) : void
return void

CrossingFailure() public method

public CrossingFailure ( ) : void
return void

Delink() public method

public Delink ( ) : void
return void

Extension() public method

public Extension ( string pFunct ) : object
pFunct string
return object

FirePhysicalRepresentationChanged() public method

public FirePhysicalRepresentationChanged ( ) : void
return void

ForceSetPosition() public method

public ForceSetPosition ( System.Vector3 position ) : void
position System.Vector3
return void

ForceSetRotVelocity() public method

public ForceSetRotVelocity ( System.Vector3 velocity ) : void
velocity System.Vector3
return void

ForceSetVelocity() public method

public ForceSetVelocity ( System.Vector3 velocity ) : void
velocity System.Vector3
return void

Link() public method

public Link ( PhysicsActor obj ) : void
obj PhysicsActor
return void

LinkGroupToThis() public method

public LinkGroupToThis ( PhysicsActor objs ) : void
objs PhysicsActor
return void

LockAngularMotion() public method

public LockAngularMotion ( System.Vector3 axis ) : void
axis System.Vector3
return void

RaiseOutOfBounds() public method

public RaiseOutOfBounds ( System.Vector3 pos ) : void
pos System.Vector3
return void

RequestPhysicsterseUpdate() public method

public RequestPhysicsterseUpdate ( ) : void
return void

SendCollisionUpdate() public method

public SendCollisionUpdate ( EventArgs e ) : void
e EventArgs
return void

SendCollisions() public abstract method

public abstract SendCollisions ( ) : bool
return bool

SetCameraPos() public method

public SetCameraPos ( Quaternion CameraRotation ) : void
CameraRotation Quaternion
return void

SetMaterial() public method

public SetMaterial ( int material, float friction, float restitution, float gravityMultiplier, float density ) : void
material int
friction float
restitution float
gravityMultiplier float
density float
return void

SubscribeEvents() public method

public SubscribeEvents ( int ms ) : void
ms int
return void

SubscribedEvents() public abstract method

public abstract SubscribedEvents ( ) : bool
return bool

SubscribedToCollisions() public method

public SubscribedToCollisions ( ) : bool
return bool

TriggerMovementUpdate() public method

public TriggerMovementUpdate ( ) : void
return void

TriggerSignificantMovement() public method

public TriggerSignificantMovement ( ) : void
return void

UnSubscribeEvents() public method

public UnSubscribeEvents ( ) : void
return void

VehicleFlags() public method

public VehicleFlags ( int param, bool remove ) : void
param int
remove bool
return void

VehicleFloatParam() public method

public VehicleFloatParam ( int param, float value ) : void
param int
value float
return void

VehicleRotationParam() public method

public VehicleRotationParam ( int param, Quaternion rotation ) : void
param int
rotation Quaternion
return void

VehicleVectorParam() public method

public VehicleVectorParam ( int param, Vector3 value ) : void
param int
value Vector3
return void

Property Details

m_targetVelocity protected property

The desired velocity of this actor.
Setting this provides a target velocity for physics scene updates. Getting this returns the last set target. Fetch Velocity to get the current velocity.
protected Vector3 m_targetVelocity
return Vector3