C# Class Universe.Physics.OpenDynamicsEngine.ODEPrim

Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
Inheritance: Universe.Framework.Physics.PhysicsActor
Datei anzeigen Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Public Properties

Property Type Description
primOOBoffset System.Vector3
primOOBsize System.Vector3
prim_geom System.IntPtr

Protected Properties

Property Type Description
_primIsRemovedLock object

Public Methods

Method Description
AddAngularForce ( System.Vector3 force, bool pushforce ) : void
AddCollisionEvent ( uint collidedWith, ContactPoint contact ) : void
AddForce ( System.Vector3 force, bool pushforce ) : void
CalcPrimBodyData ( ) : void
ChangeAdd ( ) : void
ChangeAddAngularForce ( System.Vector3 arg ) : void
ChangeAddForce ( object arg ) : void
ChangeFloatOnWater ( bool arg ) : void
ChangeOrientation ( Quaternion newrot ) : void
ChangePhysicsStatus ( bool newphys ) : void
ChangePosition ( System.Vector3 newpos ) : void
ChangePrimSizeShape ( ) : void
ChangeSetTorque ( System.Vector3 newtorque ) : void
ChangeShape ( PrimitiveBaseShape arg ) : void
ChangeSize ( System.Vector3 arg ) : void
ClearVelocity ( ) : void
CreateGeom ( IntPtr m_targetSpace ) : void
CrossingFailure ( ) : void
Delink ( ) : void
DestroyBody ( ) : void
DisableBodySoft ( ) : void
EnableBodySoft ( ) : void
ForceSetRotVelocity ( System.Vector3 velocity ) : void
ForceSetVelocity ( System.Vector3 velocity ) : void
FromDMass ( d pMass ) : Matrix4
FromMatrix4 ( Matrix4 pMat, d &obj ) : d.Mass
GetContactParam ( PhysicsActor actor, d &contact ) : void
Link ( PhysicsActor obj ) : void
LinkGroupToThis ( PhysicsActor objs ) : void
LockAngularMotion ( System.Vector3 axis ) : void
Move ( float timestep ) : void
ODEPrim ( string name, byte physicsType, PrimitiveBaseShape shape, System.Vector3 position, System.Vector3 size, Quaternion rotation, int material, float friction, float restitution, float gravityMultiplier, float density, ODEPhysicsScene parent_scene ) : System
ParentPrim ( ODEPrim prim ) : void
SendCollisions ( ) : bool
SetCameraPos ( Quaternion CameraRotation ) : void
SetGeom ( IntPtr geom ) : void
SetMaterial ( int pMaterial, float friction, float restitution, float gravityMultiplier, float density ) : void
SetPrimForDeletion ( ) : void
SetPrimForRemoval ( ) : void
SubscribeEvents ( int ms ) : void
SubscribedEvents ( ) : bool
UnSubscribeEvents ( ) : void
UpdatePositionAndVelocity ( float timestep ) : void
VehicleFlags ( int param, bool remove ) : void
VehicleFloatParam ( int param, float value ) : void
VehicleRotationParam ( int param, Quaternion rotation ) : void
VehicleVectorParam ( int param, System.Vector3 value ) : void
changedisable ( ) : void

Private Methods

Method Description
CalculatePrimVolume ( ) : float
ChangeAcceleration ( Object arg ) : void
ChangeAngVelocity ( System.Vector3 arg ) : void
ChangeAngularLock ( System.Vector3 newlock ) : void
ChangeForce ( System.Vector3 force, bool pushforce ) : void
ChangeLink ( ODEPrim newparent ) : void
ChangeSelectedStatus ( bool newsel ) : void
ChangeSetCameraPos ( Quaternion CameraRotation ) : void
ChangeVehicleFlags ( int param, bool remove ) : void
ChangeVehicleFloatParam ( int param, float value ) : void
ChangeVehicleRotationParam ( int param, Quaternion rotation ) : void
ChangeVehicleType ( int value ) : void
ChangeVehicleVectorParam ( int param, System.Vector3 value ) : void
ChangeVolDetect ( bool arg ) : void
Changevelocity ( System.Vector3 arg ) : void
ChildDelink ( ODEPrim odePrim ) : void
ChildRemove ( ODEPrim odePrim ) : void
ChildSetGeom ( ODEPrim odePrim ) : void
ConvertTodQuat ( Quaternion q ) : d.Quaternion
CreateAMotor ( System.Vector3 axis ) : void
DMassCopy ( d &src, d &dst ) : void
DMassDup ( d &src, d &dst ) : void
DeletePrimLocked ( ) : void
DoNullChange ( ) : void
MakeBody ( ) : void
QuaternionIsFinite ( Quaternion q ) : bool
RemoveGeom ( ) : void
ResetCollisionAccounting ( ) : void
SetInStaticSpace ( ODEPrim prm ) : void
UpdateChildsfromgeom ( ) : void
UpdateDataFromGeom ( ) : void

Method Details

AddAngularForce() public method

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

AddCollisionEvent() public method

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

AddForce() public method

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

CalcPrimBodyData() public method

public CalcPrimBodyData ( ) : void
return void

ChangeAdd() public method

public ChangeAdd ( ) : void
return void

ChangeAddAngularForce() public method

public ChangeAddAngularForce ( System.Vector3 arg ) : void
arg System.Vector3
return void

ChangeAddForce() public method

public ChangeAddForce ( object arg ) : void
arg object
return void

ChangeFloatOnWater() public method

public ChangeFloatOnWater ( bool arg ) : void
arg bool
return void

ChangeOrientation() public method

public ChangeOrientation ( Quaternion newrot ) : void
newrot Quaternion
return void

ChangePhysicsStatus() public method

public ChangePhysicsStatus ( bool newphys ) : void
newphys bool
return void

ChangePosition() public method

public ChangePosition ( System.Vector3 newpos ) : void
newpos System.Vector3
return void

ChangePrimSizeShape() public method

public ChangePrimSizeShape ( ) : void
return void

ChangeSetTorque() public method

public ChangeSetTorque ( System.Vector3 newtorque ) : void
newtorque System.Vector3
return void

ChangeShape() public method

public ChangeShape ( PrimitiveBaseShape arg ) : void
arg PrimitiveBaseShape
return void

ChangeSize() public method

public ChangeSize ( System.Vector3 arg ) : void
arg System.Vector3
return void

ClearVelocity() public method

public ClearVelocity ( ) : void
return void

CreateGeom() public method

public CreateGeom ( IntPtr m_targetSpace ) : void
m_targetSpace System.IntPtr
return void

CrossingFailure() public method

public CrossingFailure ( ) : void
return void

Delink() public method

public Delink ( ) : void
return void

DestroyBody() public method

public DestroyBody ( ) : void
return void

DisableBodySoft() public method

public DisableBodySoft ( ) : void
return void

EnableBodySoft() public method

public EnableBodySoft ( ) : void
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

FromDMass() public method

public FromDMass ( d pMass ) : Matrix4
pMass d
return Matrix4

FromMatrix4() public method

public FromMatrix4 ( Matrix4 pMat, d &obj ) : d.Mass
pMat Matrix4
obj d
return d.Mass

GetContactParam() public method

public GetContactParam ( PhysicsActor actor, d &contact ) : void
actor Universe.Framework.Physics.PhysicsActor
contact d
return void

Link() public method

public Link ( PhysicsActor obj ) : void
obj Universe.Framework.Physics.PhysicsActor
return void

LinkGroupToThis() public method

public LinkGroupToThis ( PhysicsActor objs ) : void
objs Universe.Framework.Physics.PhysicsActor
return void

LockAngularMotion() public method

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

Move() public method

public Move ( float timestep ) : void
timestep float
return void

ODEPrim() public method

public ODEPrim ( string name, byte physicsType, PrimitiveBaseShape shape, System.Vector3 position, System.Vector3 size, Quaternion rotation, int material, float friction, float restitution, float gravityMultiplier, float density, ODEPhysicsScene parent_scene ) : System
name string
physicsType byte
shape PrimitiveBaseShape
position System.Vector3
size System.Vector3
rotation Quaternion
material int
friction float
restitution float
gravityMultiplier float
density float
parent_scene ODEPhysicsScene
return System

ParentPrim() public method

public ParentPrim ( ODEPrim prim ) : void
prim ODEPrim
return void

SendCollisions() public method

public SendCollisions ( ) : bool
return bool

SetCameraPos() public method

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

SetGeom() public method

public SetGeom ( IntPtr geom ) : void
geom System.IntPtr
return void

SetMaterial() public method

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

SetPrimForDeletion() public method

public SetPrimForDeletion ( ) : void
return void

SetPrimForRemoval() public method

public SetPrimForRemoval ( ) : void
return void

SubscribeEvents() public method

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

SubscribedEvents() public method

public SubscribedEvents ( ) : bool
return bool

UnSubscribeEvents() public method

public UnSubscribeEvents ( ) : void
return void

UpdatePositionAndVelocity() public method

public UpdatePositionAndVelocity ( float timestep ) : void
timestep float
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, System.Vector3 value ) : void
param int
value System.Vector3
return void

changedisable() public method

public changedisable ( ) : void
return void

Property Details

_primIsRemovedLock protected_oe property

protected object _primIsRemovedLock
return object

primOOBoffset public_oe property

public Vector3,System primOOBoffset
return System.Vector3

primOOBsize public_oe property

public Vector3,System primOOBsize
return System.Vector3

prim_geom public_oe property

public IntPtr,System prim_geom
return System.IntPtr