Method | Description | |
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AddAvatar ( string avName, Vector3 position, Quaternion rotation, Vector3 size, bool isFlying, uint localID, UUID uuid ) : |
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AddGravityPoint ( bool isApplyingForces, Vector3 position, float forceX, float forceY, float forceZ, float gravForce, float radius, int identifier ) : void | ||
AddPrimShape ( UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, int material, float friction, float restitution, float gravityMultiplier, float density ) : |
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Dispose ( ) : void | ||
GetGravityForce ( ) : float[] | ||
GetResults ( ) : void | ||
GetTopColliders ( ) : float>.Dictionary |
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Initialize ( IMesher meshmerizer, IScene scene ) : void | ||
PostInitialize ( IConfigSource config ) : void | ||
RaycastWorld ( Vector3 position, Vector3 direction, float length, int Count ) : List |
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RaycastWorld ( Vector3 position, 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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RaycastWorld ( Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod ) : void | ||
RemoveAvatar ( PhysicsActor actor ) : void | ||
RemovePrim ( PhysicsActor prim ) : void |
Removes a single prim from the group that it is in (or removes it entirely from the scene if it is as single prim)
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SetGravityForce ( bool enabled, float forceX, float forceY, float forceZ ) : void | ||
SetTerrain ( ITerrainChannel channel, short heightMap ) : void | ||
SetWaterLevel ( double height, short map ) : void | ||
Simulate ( float timeStep ) : void | ||
SupportsRayCast ( ) : bool |
True if the physics plugin supports raycasting against the physics scene
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UpdatesLoop ( ) : void |
public abstract AddAvatar ( string avName, Vector3 position, Quaternion rotation, Vector3 size, bool isFlying, uint localID, UUID uuid ) : |
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avName | string | |
position | Vector3 | |
rotation | Quaternion | |
size | Vector3 | |
isFlying | bool | |
localID | uint | |
uuid | UUID | |
return |
public AddGravityPoint ( bool isApplyingForces, Vector3 position, float forceX, float forceY, float forceZ, float gravForce, float radius, int identifier ) : void | ||
isApplyingForces | bool | |
position | Vector3 | |
forceX | float | |
forceY | float | |
forceZ | float | |
gravForce | float | |
radius | float | |
identifier | int | |
return | void |
public abstract AddPrimShape ( UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, int material, float friction, float restitution, float gravityMultiplier, float density ) : |
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primID | UUID | |
localID | uint | |
name | string | |
physicsType | byte | |
shape | PrimitiveBaseShape | |
position | Vector3 | |
size | Vector3 | |
rotation | Quaternion | |
isPhysical | bool | |
material | int | |
friction | float | |
restitution | float | |
gravityMultiplier | float | |
density | float | |
return |
public abstract GetTopColliders ( ) : float>.Dictionary |
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return | float>.Dictionary |
public abstract Initialize ( IMesher meshmerizer, IScene scene ) : void | ||
meshmerizer | IMesher | |
scene | IScene | |
return | void |
public abstract PostInitialize ( IConfigSource config ) : void | ||
config | IConfigSource | |
return | void |
public RaycastWorld ( Vector3 position, Vector3 direction, float length, int Count ) : List |
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position | Vector3 | |
direction | Vector3 | |
length | float | |
Count | int | |
return | List |
public RaycastWorld ( Vector3 position, Vector3 direction, float length, RaycastCallback retMethod ) : void | ||
position | Vector3 | Origin of the ray |
direction | 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 RaycastWorld ( Vector3 position, Vector3 direction, float length, int Count, RayCallback retMethod ) : void | ||
position | Vector3 | |
direction | Vector3 | |
length | float | |
Count | int | |
retMethod | RayCallback | |
return | void |
public abstract RemoveAvatar ( PhysicsActor actor ) : void | ||
actor | PhysicsActor | |
return | void |
public abstract RemovePrim ( PhysicsActor prim ) : void | ||
prim | PhysicsActor | |
return | void |
public SetGravityForce ( bool enabled, float forceX, float forceY, float forceZ ) : void | ||
enabled | bool | |
forceX | float | |
forceY | float | |
forceZ | float | |
return | void |
public abstract SetTerrain ( ITerrainChannel channel, short heightMap ) : void | ||
channel | ITerrainChannel | |
heightMap | short | |
return | void |
public abstract SetWaterLevel ( double height, short map ) : void | ||
height | double | |
map | short | |
return | void |
public abstract Simulate ( float timeStep ) : void | ||
timeStep | float | |
return | void |