C# Class Universe.Physics.BulletSPlugin.BSDynamics

Inheritance: BSActor
Datei anzeigen Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Private Properties

Property Type Description
ApplyGravity void
ClampInRange float
ComputeAngularTurning void
ComputeFrictionFactor System.Vector3
ComputeLinearDeflection void
GetTerrainHeight float
GetWaterLevel float
LimitRotation void
MoveAngular void
MoveLinear void
PostStep void
PreUpdateProperty void
ProcessFloatVehicleParam void
ProcessRotationVehicleParam void
ProcessVectorVehicleParam void
ProcessVehicleFlags void
ProjectVector System.Vector3
RegisterForSceneEvents void
SetPhysicalParameters void
SortedClampInRange float
Step void
UnregisterForSceneEvents void
VDetailLog void
VehicleAddAngularForce void
VehicleAddForce void
VehicleAddForceImpulse void
VehicleAddRotationalImpulse void

Public Methods

Method Description
BSDynamics ( BSScene myScene, BSPrim myPrim, string actorName ) : System
ComputeAngularBanking ( ) : void
ComputeAngularDeflection ( ) : void
ComputeAngularVerticalAttraction ( ) : void
ComputeLinearBlockingEndPoint ( float pTimestep ) : bool
ComputeLinearHover ( float pTimestep ) : void
ComputeLinearMotorUp ( float pTimestep ) : void
ComputeLinearTerrainHeightCorrection ( float pTimestep ) : void
ComputeLinearVelocity ( float pTimestep ) : void
Dispose ( ) : void
ForgetKnownVehicleProperties ( ) : void
ProcessTypeChange ( Vehicle pType ) : void
PushKnownChanged ( ) : void
Refresh ( ) : void
RemoveBodyDependencies ( ) : void

Private Methods

Method Description
ApplyGravity ( float pTimeStep ) : void
ClampInRange ( float low, float val, float high ) : float
ComputeAngularTurning ( float pTimestep ) : void
ComputeFrictionFactor ( System.Vector3 friction, float pTimestep ) : System.Vector3
ComputeLinearDeflection ( float pTimestep ) : void
GetTerrainHeight ( System.Vector3 pos ) : float
GetWaterLevel ( System.Vector3 pos ) : float
LimitRotation ( float timestep ) : void
MoveAngular ( float pTimestep ) : void
MoveLinear ( float pTimestep ) : void
PostStep ( float pTimestep ) : void
PreUpdateProperty ( EntityProperties &entprop ) : void
ProcessFloatVehicleParam ( Vehicle pParam, float pValue ) : void
ProcessRotationVehicleParam ( Vehicle pParam, Quaternion pValue ) : void
ProcessVectorVehicleParam ( Vehicle pParam, System.Vector3 pValue ) : void
ProcessVehicleFlags ( int pParam, bool remove ) : void
ProjectVector ( System.Vector3 vector, System.Vector3 onNormal ) : System.Vector3
RegisterForSceneEvents ( ) : void
SetPhysicalParameters ( ) : void
SortedClampInRange ( float clampa, float val, float clampb ) : float
Step ( float pTimestep ) : void
UnregisterForSceneEvents ( ) : void
VDetailLog ( string msg ) : void
VehicleAddAngularForce ( System.Vector3 aForce ) : void
VehicleAddForce ( System.Vector3 pForce ) : void
VehicleAddForceImpulse ( System.Vector3 pImpulse ) : void
VehicleAddRotationalImpulse ( System.Vector3 pImpulse ) : void

Method Details

BSDynamics() public method

public BSDynamics ( BSScene myScene, BSPrim myPrim, string actorName ) : System
myScene BSScene
myPrim BSPrim
actorName string
return System

ComputeAngularBanking() public method

public ComputeAngularBanking ( ) : void
return void

ComputeAngularDeflection() public method

public ComputeAngularDeflection ( ) : void
return void

ComputeAngularVerticalAttraction() public method

public ComputeAngularVerticalAttraction ( ) : void
return void

ComputeLinearBlockingEndPoint() public method

public ComputeLinearBlockingEndPoint ( float pTimestep ) : bool
pTimestep float
return bool

ComputeLinearHover() public method

public ComputeLinearHover ( float pTimestep ) : void
pTimestep float
return void

ComputeLinearMotorUp() public method

public ComputeLinearMotorUp ( float pTimestep ) : void
pTimestep float
return void

ComputeLinearTerrainHeightCorrection() public method

public ComputeLinearTerrainHeightCorrection ( float pTimestep ) : void
pTimestep float
return void

ComputeLinearVelocity() public method

public ComputeLinearVelocity ( float pTimestep ) : void
pTimestep float
return void

Dispose() public method

public Dispose ( ) : void
return void

ForgetKnownVehicleProperties() public method

public ForgetKnownVehicleProperties ( ) : void
return void

ProcessTypeChange() public method

public ProcessTypeChange ( Vehicle pType ) : void
pType Vehicle
return void

PushKnownChanged() public method

public PushKnownChanged ( ) : void
return void

Refresh() public method

public Refresh ( ) : void
return void

RemoveBodyDependencies() public method

public RemoveBodyDependencies ( ) : void
return void