C# Class Universe.Physics.OpenDynamicsEngine.ODESpecificAvatar

Inheritance: Universe.Physics.OpenDynamicsEngine.UniverseODECharacter
Datei anzeigen Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Public Properties

Property Type Description
ShellMass d.Mass

Public Methods

Method Description
AvatarGeomAndBodyCreation ( float npositionX, float npositionY, float npositionZ ) : void

This creates the Avatar's physical Surrogate at the position supplied WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only place that is safe to call this routine AvatarGeomAndBodyCreation.

DestroyBodyThreadLocked ( ) : void
GetAngularVelocity ( ) : System.Vector3
GetLinearVelocity ( ) : System.Vector3
GetPosition ( ) : System.Vector3
Move ( float timeStep ) : void

Called from Simulate This is the avatar's movement control + PID Controller

ODESpecificAvatar ( String avName, ODEPhysicsScene parent_scene, System.Vector3 pos, Quaternion rotation, System.Vector3 size ) : System
SetPositionLocked ( System.Vector3 taintPos ) : void
SetRotationLocked ( Quaternion taintRot ) : void

Method Details

AvatarGeomAndBodyCreation() public method

This creates the Avatar's physical Surrogate at the position supplied WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only place that is safe to call this routine AvatarGeomAndBodyCreation.
public AvatarGeomAndBodyCreation ( float npositionX, float npositionY, float npositionZ ) : void
npositionX float
npositionY float
npositionZ float
return void

DestroyBodyThreadLocked() public method

public DestroyBodyThreadLocked ( ) : void
return void

GetAngularVelocity() public method

public GetAngularVelocity ( ) : System.Vector3
return System.Vector3

GetLinearVelocity() public method

public GetLinearVelocity ( ) : System.Vector3
return System.Vector3

GetPosition() public method

public GetPosition ( ) : System.Vector3
return System.Vector3

Move() public method

Called from Simulate This is the avatar's movement control + PID Controller
public Move ( float timeStep ) : void
timeStep float
return void

ODESpecificAvatar() public method

public ODESpecificAvatar ( 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

SetPositionLocked() public method

public SetPositionLocked ( System.Vector3 taintPos ) : void
taintPos System.Vector3
return void

SetRotationLocked() public method

public SetRotationLocked ( Quaternion taintRot ) : void
taintRot Quaternion
return void

Property Details

ShellMass public_oe property

public d.Mass,Universe.Physics.OpenDynamicsEngine ShellMass
return d.Mass