C# Class OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETScene

Inheritance: PhysicsScene
Mostrar archivo Open project: N3X15/VoxelSim Class Usage Examples

Public Properties

Property Type Description
MeshSculptphysicalLOD float
QuatIdentity BulletDotNET.btQuaternion
TerrainBody BulletDotNET.btRigidBody
TransZero BulletDotNET.btTransform
VectorZero BulletDotNET.btVector3
WorldTimeStep float
bodyFramesAutoDisable int
bodyMotorJointMaxforceTensor float
bodyPIDD float
bodyPIDG float
geomDefaultDensity float
gravityz float
m_terrainMotionState BulletDotNET.btMotionState
m_terrainTransform BulletDotNET.btTransform
meshSculptLOD float
meshSculptedPrim bool
mesher IMesher
voxmesher IVoxelMesher

Public Methods

Method Description
AddAvatar ( string avName, System.Vector3 position, System.Vector3 size, bool isFlying ) : PhysicsActor
AddPhysicsActorTaint ( PhysicsActor prim ) : void
AddPrimShape ( string primName, OpenSim.Framework.PrimitiveBaseShape pbs, System.Vector3 position, System.Vector3 size, Quaternion rotation ) : PhysicsActor
AddPrimShape ( string primName, OpenSim.Framework.PrimitiveBaseShape pbs, System.Vector3 position, System.Vector3 size, Quaternion rotation, bool isPhysical ) : PhysicsActor
BulletDotNETScene ( string sceneIdentifier ) : System
DeleteTerrain ( ) : void
Dispose ( ) : void
GetResults ( ) : void
GetTerrainHeightAtXY ( float x, float y ) : float
GetTopColliders ( ) : float>.Dictionary
Initialise ( IMesher meshmerizer, IVoxelMesher voxmesh, IConfigSource config ) : void
RemoveAvatar ( PhysicsActor actor ) : void
RemovePrim ( PhysicsActor prim ) : void
SetTerrain ( bool heightMap ) : void
SetWaterLevel ( float baseheight ) : void
Simulate ( float timeStep ) : float
getBulletWorld ( ) : BulletDotNET.btDiscreteDynamicsWorld
needsMeshing ( OpenSim.Framework.PrimitiveBaseShape pbs ) : bool

Routine to figure out if we need to mesh this prim with our mesher

remActivePrim ( OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim pDeactivatePrim ) : void

Private Methods

Method Description
AddPrim ( String name, System.Vector3 position, System.Vector3 size, Quaternion rotation, IMesh mesh, OpenSim.Framework.PrimitiveBaseShape pbs, bool isphysical ) : PhysicsActor
AddPrimToScene ( OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim pPrim ) : void
AddRigidBody ( BulletDotNET.btRigidBody Body ) : void
EnableCollisionInterface ( ) : void
GetWaterLevel ( ) : float
ProcessContact ( uint cont, uint contWith, ContactPoint contact, List &primsWithCollisions, List &charactersWithCollisions ) : void
SetUsingGImpact ( ) : void
addActivePrim ( OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim pPrim ) : void
addCollisionEventReporting ( PhysicsActor bulletDotNETCharacter ) : void
disposeAllBodies ( ) : void
remCollisionEventReporting ( PhysicsActor bulletDotNETCharacter ) : void
removeFromWorld ( OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim prm, BulletDotNET.btRigidBody body ) : void
removeFromWorld ( BulletDotNET.btRigidBody body ) : void

Method Details

AddAvatar() public method

public AddAvatar ( string avName, System.Vector3 position, System.Vector3 size, bool isFlying ) : PhysicsActor
avName string
position System.Vector3
size System.Vector3
isFlying bool
return PhysicsActor

AddPhysicsActorTaint() public method

public AddPhysicsActorTaint ( PhysicsActor prim ) : void
prim PhysicsActor
return void

AddPrimShape() public method

public AddPrimShape ( string primName, OpenSim.Framework.PrimitiveBaseShape pbs, System.Vector3 position, System.Vector3 size, Quaternion rotation ) : PhysicsActor
primName string
pbs OpenSim.Framework.PrimitiveBaseShape
position System.Vector3
size System.Vector3
rotation Quaternion
return PhysicsActor

AddPrimShape() public method

public AddPrimShape ( string primName, OpenSim.Framework.PrimitiveBaseShape pbs, System.Vector3 position, System.Vector3 size, Quaternion rotation, bool isPhysical ) : PhysicsActor
primName string
pbs OpenSim.Framework.PrimitiveBaseShape
position System.Vector3
size System.Vector3
rotation Quaternion
isPhysical bool
return PhysicsActor

BulletDotNETScene() public method

public BulletDotNETScene ( string sceneIdentifier ) : System
sceneIdentifier string
return System

DeleteTerrain() public method

public DeleteTerrain ( ) : void
return void

Dispose() public method

public Dispose ( ) : void
return void

GetResults() public method

public GetResults ( ) : void
return void

GetTerrainHeightAtXY() public method

public GetTerrainHeightAtXY ( float x, float y ) : float
x float
y float
return float

GetTopColliders() public method

public GetTopColliders ( ) : float>.Dictionary
return float>.Dictionary

Initialise() public method

public Initialise ( IMesher meshmerizer, IVoxelMesher voxmesh, IConfigSource config ) : void
meshmerizer IMesher
voxmesh IVoxelMesher
config IConfigSource
return void

RemoveAvatar() public method

public RemoveAvatar ( PhysicsActor actor ) : void
actor PhysicsActor
return void

RemovePrim() public method

public RemovePrim ( PhysicsActor prim ) : void
prim PhysicsActor
return void

SetTerrain() public method

public SetTerrain ( bool heightMap ) : void
heightMap bool
return void

SetWaterLevel() public method

public SetWaterLevel ( float baseheight ) : void
baseheight float
return void

Simulate() public method

public Simulate ( float timeStep ) : float
timeStep float
return float

getBulletWorld() public method

public getBulletWorld ( ) : BulletDotNET.btDiscreteDynamicsWorld
return BulletDotNET.btDiscreteDynamicsWorld

needsMeshing() public method

Routine to figure out if we need to mesh this prim with our mesher
public needsMeshing ( OpenSim.Framework.PrimitiveBaseShape pbs ) : bool
pbs OpenSim.Framework.PrimitiveBaseShape
return bool

remActivePrim() public method

public remActivePrim ( OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim pDeactivatePrim ) : void
pDeactivatePrim OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim
return void

Property Details

MeshSculptphysicalLOD public_oe property

public float MeshSculptphysicalLOD
return float

QuatIdentity public_oe property

public btQuaternion,BulletDotNET QuatIdentity
return BulletDotNET.btQuaternion

TerrainBody public_oe property

public btRigidBody,BulletDotNET TerrainBody
return BulletDotNET.btRigidBody

TransZero public_oe property

public btTransform,BulletDotNET TransZero
return BulletDotNET.btTransform

VectorZero public_oe property

public btVector3,BulletDotNET VectorZero
return BulletDotNET.btVector3

WorldTimeStep public_oe property

public float WorldTimeStep
return float

bodyFramesAutoDisable public_oe property

public int bodyFramesAutoDisable
return int

bodyMotorJointMaxforceTensor public_oe property

public float bodyMotorJointMaxforceTensor
return float

bodyPIDD public_oe property

public float bodyPIDD
return float

bodyPIDG public_oe property

public float bodyPIDG
return float

geomDefaultDensity public_oe property

public float geomDefaultDensity
return float

gravityz public_oe property

public float gravityz
return float

m_terrainMotionState public_oe property

public btMotionState,BulletDotNET m_terrainMotionState
return BulletDotNET.btMotionState

m_terrainTransform public_oe property

public btTransform,BulletDotNET m_terrainTransform
return BulletDotNET.btTransform

meshSculptLOD public_oe property

public float meshSculptLOD
return float

meshSculptedPrim public_oe property

public bool meshSculptedPrim
return bool

mesher public_oe property

public IMesher mesher
return IMesher

voxmesher public_oe property

public IVoxelMesher voxmesher
return IVoxelMesher