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 |
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 |
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 |
||
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 |
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 |
public AddPhysicsActorTaint ( PhysicsActor prim ) : void | ||
prim | PhysicsActor | |
return | void |
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 |
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 |
public BulletDotNETScene ( string sceneIdentifier ) : System | ||
sceneIdentifier | string | |
return | System |
public GetTerrainHeightAtXY ( float x, float y ) : float | ||
x | float | |
y | float | |
return | float |
public GetTopColliders ( ) : float>.Dictionary |
||
return | float>.Dictionary |
public Initialise ( IMesher meshmerizer, IVoxelMesher voxmesh, IConfigSource config ) : void | ||
meshmerizer | IMesher | |
voxmesh | IVoxelMesher | |
config | IConfigSource | |
return | void |
public RemoveAvatar ( PhysicsActor actor ) : void | ||
actor | PhysicsActor | |
return | void |
public RemovePrim ( PhysicsActor prim ) : void | ||
prim | PhysicsActor | |
return | void |
public SetWaterLevel ( float baseheight ) : void | ||
baseheight | float | |
return | void |
public getBulletWorld ( ) : BulletDotNET.btDiscreteDynamicsWorld | ||
return | BulletDotNET.btDiscreteDynamicsWorld |
public needsMeshing ( OpenSim.Framework.PrimitiveBaseShape pbs ) : bool | ||
pbs | OpenSim.Framework.PrimitiveBaseShape | |
return | bool |
public remActivePrim ( OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim pDeactivatePrim ) : void | ||
pDeactivatePrim | OpenSim.Region.Physics.BulletDotNETPlugin.BulletDotNETPrim | |
return | void |
public btQuaternion,BulletDotNET QuatIdentity | ||
return | BulletDotNET.btQuaternion |
public btRigidBody,BulletDotNET TerrainBody | ||
return | BulletDotNET.btRigidBody |
public btTransform,BulletDotNET TransZero | ||
return | BulletDotNET.btTransform |
public btVector3,BulletDotNET VectorZero | ||
return | BulletDotNET.btVector3 |
public float bodyMotorJointMaxforceTensor | ||
return | float |
public btMotionState,BulletDotNET m_terrainMotionState | ||
return | BulletDotNET.btMotionState |
public btTransform,BulletDotNET m_terrainTransform | ||
return | BulletDotNET.btTransform |