Property | Type | Description | |
---|---|---|---|
Amotor | |||
Body | |||
CAPSULE_LENGTH | float | ||
CAPSULE_RADIUS | float | ||
MinimumGroundFlightOffset | float | ||
Shell | |||
m_isPhysical | bool | ||
m_localID | uint | ||
m_uuid | UUID |
Property | Type | Description | |
---|---|---|---|
CollisionEventsThisFrame | |||
PID_D | float | ||
PID_P | float | ||
ShouldBeWalking | bool | ||
StartingUnderWater | bool | ||
WasUnderWater | bool | ||
_parent_ref | |||
_parent_scene | |||
_position | System.Vector3 | ||
_target_force | System.Vector3 | ||
_target_vel_force | System.Vector3 | ||
_velocity | System.Vector3 | ||
_wasZeroFlagFlying | bool | ||
_zeroFlag | bool | ||
flying | bool | ||
lastUnderwaterPush | float | ||
m_ZeroUpdateSent | int | ||
m_alwaysRun | bool | ||
m_colliderfilter | int | ||
m_collisionCategories | CollisionCategories | ||
m_forceAppliedBeforeFalling | System.Vector3 | ||
m_isJumping | bool | ||
m_iscolliding | bool | ||
m_ispreJumping | bool | ||
m_kinematic | bool | ||
m_lastAngVelocity | System.Vector3 | ||
m_lastForceApplied | int | ||
m_lastPosition | System.Vector3 | ||
m_lastVelocity | System.Vector3 | ||
m_mass | float | ||
m_preJumpCounter | int | ||
m_preJumpForce | System.Vector3 | ||
m_rotationalVelocity | System.Vector3 | ||
m_shouldBePhysical | bool | ||
m_speedModifier | float | ||
m_taintRotation | Quaternion | ||
realFlying | bool |
Method | Description | |
---|---|---|
AddCollisionEvent ( uint collidedWith, |
||
AddForce ( System.Vector3 force, bool pushforce ) : void |
Adds the force supplied to the Target Velocity The PID controller takes this target velocity and tries to make it a reality
|
|
Destroy ( ) : void |
Cleanup the things we use in the scene.
|
|
ForceSetPosition ( System.Vector3 position ) : void | ||
ForceSetVelocity ( System.Vector3 velocity ) : void | ||
ODECharacter ( String avName, |
||
RebuildAvatar ( ) : void | ||
SendCollisions ( ) : bool | ||
SubscribedEvents ( ) : bool | ||
UpdatePositionAndVelocity ( float timestep ) : void |
Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
|
public AddCollisionEvent ( uint collidedWith, |
||
collidedWith | uint | |
contact | ||
return | void |
public AddForce ( System.Vector3 force, bool pushforce ) : void | ||
force | System.Vector3 | |
pushforce | bool | |
return | void |
public ForceSetPosition ( System.Vector3 position ) : void | ||
position | System.Vector3 | |
return | void |
public ForceSetVelocity ( System.Vector3 velocity ) : void | ||
velocity | System.Vector3 | |
return | void |
public ODECharacter ( String avName, |
||
avName | String | |
parent_scene | ||
pos | System.Vector3 | |
rotation | Quaternion | |
size | System.Vector3 | |
return | System |
public UpdatePositionAndVelocity ( float timestep ) : void | ||
timestep | float | |
return | void |
protected CollisionEventUpdate,Universe.Framework.Physics CollisionEventsThisFrame | ||
return |
protected ODESpecificAvatar,Universe.Physics.OpenDynamicsEngine _parent_ref | ||
return |
protected ODEPhysicsScene,Universe.Physics.OpenDynamicsEngine _parent_scene | ||
return |
protected Vector3,System _target_vel_force | ||
return | System.Vector3 |
protected CollisionCategories m_collisionCategories | ||
return | CollisionCategories |
protected Vector3,System m_forceAppliedBeforeFalling | ||
return | System.Vector3 |
protected Vector3,System m_lastAngVelocity | ||
return | System.Vector3 |
protected Vector3,System m_rotationalVelocity | ||
return | System.Vector3 |