C# Class Universe.Physics.OpenDynamicsEngine.ODECharacter

Inheritance: Universe.Framework.Physics.PhysicsActor
Show file Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Public Properties

Property Type Description
Amotor System.IntPtr
Body System.IntPtr
CAPSULE_LENGTH float
CAPSULE_RADIUS float
MinimumGroundFlightOffset float
Shell System.IntPtr
m_isPhysical bool
m_localID uint
m_uuid UUID

Protected Properties

Property Type Description
CollisionEventsThisFrame Universe.Framework.Physics.CollisionEventUpdate
PID_D float
PID_P float
ShouldBeWalking bool
StartingUnderWater bool
WasUnderWater bool
_parent_ref ODESpecificAvatar
_parent_scene ODEPhysicsScene
_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

Public Methods

Method Description
AddCollisionEvent ( uint collidedWith, ContactPoint contact ) : void
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, ODEPhysicsScene parent_scene, System.Vector3 pos, Quaternion rotation, System.Vector3 size ) : System
RebuildAvatar ( ) : void
SendCollisions ( ) : bool
SubscribedEvents ( ) : bool
UpdatePositionAndVelocity ( float timestep ) : void

Updates the reported position and velocity. This essentially sends the data up to ScenePresence.

Method Details

AddCollisionEvent() public method

public AddCollisionEvent ( uint collidedWith, ContactPoint contact ) : void
collidedWith uint
contact Universe.Framework.Physics.ContactPoint
return void

AddForce() public method

Adds the force supplied to the Target Velocity The PID controller takes this target velocity and tries to make it a reality
public AddForce ( System.Vector3 force, bool pushforce ) : void
force System.Vector3
pushforce bool
return void

Destroy() public method

Cleanup the things we use in the scene.
public Destroy ( ) : void
return void

ForceSetPosition() public method

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

ForceSetVelocity() public method

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

ODECharacter() public method

public ODECharacter ( String avName, ODEPhysicsScene parent_scene, System.Vector3 pos, Quaternion rotation, System.Vector3 size ) : System
avName String
parent_scene ODEPhysicsScene
pos System.Vector3
rotation Quaternion
size System.Vector3
return System

RebuildAvatar() public method

public RebuildAvatar ( ) : void
return void

SendCollisions() public method

public SendCollisions ( ) : bool
return bool

SubscribedEvents() public method

public SubscribedEvents ( ) : bool
return bool

UpdatePositionAndVelocity() public method

Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
public UpdatePositionAndVelocity ( float timestep ) : void
timestep float
return void

Property Details

Amotor public property

public IntPtr,System Amotor
return System.IntPtr

Body public property

public IntPtr,System Body
return System.IntPtr

CAPSULE_LENGTH public property

public float CAPSULE_LENGTH
return float

CAPSULE_RADIUS public property

public float CAPSULE_RADIUS
return float

CollisionEventsThisFrame protected property

protected CollisionEventUpdate,Universe.Framework.Physics CollisionEventsThisFrame
return Universe.Framework.Physics.CollisionEventUpdate

MinimumGroundFlightOffset public property

public float MinimumGroundFlightOffset
return float

PID_D protected property

protected float PID_D
return float

PID_P protected property

protected float PID_P
return float

Shell public property

public IntPtr,System Shell
return System.IntPtr

ShouldBeWalking protected property

protected bool ShouldBeWalking
return bool

StartingUnderWater protected property

protected bool StartingUnderWater
return bool

WasUnderWater protected property

protected bool WasUnderWater
return bool

_parent_ref protected property

protected ODESpecificAvatar,Universe.Physics.OpenDynamicsEngine _parent_ref
return ODESpecificAvatar

_parent_scene protected property

protected ODEPhysicsScene,Universe.Physics.OpenDynamicsEngine _parent_scene
return ODEPhysicsScene

_position protected property

protected Vector3,System _position
return System.Vector3

_target_force protected property

protected Vector3,System _target_force
return System.Vector3

_target_vel_force protected property

protected Vector3,System _target_vel_force
return System.Vector3

_velocity protected property

protected Vector3,System _velocity
return System.Vector3

_wasZeroFlagFlying protected property

protected bool _wasZeroFlagFlying
return bool

_zeroFlag protected property

protected bool _zeroFlag
return bool

flying protected property

protected bool flying
return bool

lastUnderwaterPush protected property

protected float lastUnderwaterPush
return float

m_ZeroUpdateSent protected property

protected int m_ZeroUpdateSent
return int

m_alwaysRun protected property

protected bool m_alwaysRun
return bool

m_colliderfilter protected property

protected int m_colliderfilter
return int

m_collisionCategories protected property

protected CollisionCategories m_collisionCategories
return CollisionCategories

m_forceAppliedBeforeFalling protected property

protected Vector3,System m_forceAppliedBeforeFalling
return System.Vector3

m_isJumping protected property

protected bool m_isJumping
return bool

m_isPhysical public property

public bool m_isPhysical
return bool

m_iscolliding protected property

protected bool m_iscolliding
return bool

m_ispreJumping protected property

protected bool m_ispreJumping
return bool

m_kinematic protected property

protected bool m_kinematic
return bool

m_lastAngVelocity protected property

protected Vector3,System m_lastAngVelocity
return System.Vector3

m_lastForceApplied protected property

protected int m_lastForceApplied
return int

m_lastPosition protected property

protected Vector3,System m_lastPosition
return System.Vector3

m_lastVelocity protected property

protected Vector3,System m_lastVelocity
return System.Vector3

m_localID public property

public uint m_localID
return uint

m_mass protected property

protected float m_mass
return float

m_preJumpCounter protected property

protected int m_preJumpCounter
return int

m_preJumpForce protected property

protected Vector3,System m_preJumpForce
return System.Vector3

m_rotationalVelocity protected property

protected Vector3,System m_rotationalVelocity
return System.Vector3

m_shouldBePhysical protected property

protected bool m_shouldBePhysical
return bool

m_speedModifier protected property

protected float m_speedModifier
return float

m_taintRotation protected property

protected Quaternion m_taintRotation
return Quaternion

m_uuid public property

public UUID m_uuid
return UUID

realFlying protected property

protected bool realFlying
return bool