C# Class OpenSim.Region.Physics.Manager.PhysicsScene

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Méthodes publiques

Méthode 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
Combine ( PhysicsScene pScene, System.Vector3 offset, System.Vector3 extents ) : void
DeleteTerrain ( ) : void
Dispose ( ) : void
DumpJointInfo ( ) : void
GetJointAnchor ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : System.Vector3
GetJointAxis ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : System.Vector3
GetResults ( ) : void
GetTopColliders ( ) : float>.Dictionary
Initialise ( IMesher meshmerizer, IVoxelMesher voxmesher, IConfigSource config ) : void
RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, RaycastCallback retMethod ) : void

Queue a raycast against the physics scene. The provided callback method will be called when the raycast is complete Many physics engines don't support collision testing at the same time as manipulating the physics scene, so we queue the request up and callback a custom method when the raycast is complete. This allows physics engines that give an immediate result to callback immediately and ones that don't, to callback when it gets a result back. ODE for example will not allow you to change the scene while collision testing or it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene. This is named RayCastWorld to not conflict with modrex's Raycast method.

RemoveAllJointsConnectedToActorThreadLocked ( PhysicsActor actor ) : void
RemoveAvatar ( PhysicsActor actor ) : void
RemovePrim ( PhysicsActor prim ) : void
RequestJointCreation ( string objectNameInScene, PhysicsJointType jointType, System.Vector3 position, Quaternion rotation, string parms, List bodyNames, string trackedBodyName, Quaternion localRotation ) : OpenSim.Region.Physics.Manager.PhysicsJoint
RequestJointDeletion ( string objectNameInScene ) : void
SetTerrain ( bool heightMap ) : void
SetWaterLevel ( float baseheight ) : void
Simulate ( float timeStep ) : float
SupportsCombining ( ) : bool
SupportsRayCast ( ) : bool

True if the physics plugin supports raycasting against the physics scene

TriggerPhysicsBasedRestart ( ) : void
UnCombine ( PhysicsScene pScene ) : void

Méthodes protégées

Méthode Description
DoJointDeactivated ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : void
DoJointErrorMessage ( OpenSim.Region.Physics.Manager.PhysicsJoint joint, string message ) : void
DoJointMoved ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : void

Method Details

AddAvatar() public abstract méthode

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

AddPhysicsActorTaint() public abstract méthode

public abstract AddPhysicsActorTaint ( PhysicsActor prim ) : void
prim PhysicsActor
Résultat void

AddPrimShape() public abstract méthode

public abstract 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
Résultat PhysicsActor

AddPrimShape() public abstract méthode

public abstract 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
Résultat PhysicsActor

Combine() public méthode

public Combine ( PhysicsScene pScene, System.Vector3 offset, System.Vector3 extents ) : void
pScene PhysicsScene
offset System.Vector3
extents System.Vector3
Résultat void

DeleteTerrain() public abstract méthode

public abstract DeleteTerrain ( ) : void
Résultat void

Dispose() public abstract méthode

public abstract Dispose ( ) : void
Résultat void

DoJointDeactivated() protected méthode

protected DoJointDeactivated ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : void
joint OpenSim.Region.Physics.Manager.PhysicsJoint
Résultat void

DoJointErrorMessage() protected méthode

protected DoJointErrorMessage ( OpenSim.Region.Physics.Manager.PhysicsJoint joint, string message ) : void
joint OpenSim.Region.Physics.Manager.PhysicsJoint
message string
Résultat void

DoJointMoved() protected méthode

protected DoJointMoved ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : void
joint OpenSim.Region.Physics.Manager.PhysicsJoint
Résultat void

DumpJointInfo() public méthode

public DumpJointInfo ( ) : void
Résultat void

GetJointAnchor() public méthode

public GetJointAnchor ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : System.Vector3
joint OpenSim.Region.Physics.Manager.PhysicsJoint
Résultat System.Vector3

GetJointAxis() public méthode

public GetJointAxis ( OpenSim.Region.Physics.Manager.PhysicsJoint joint ) : System.Vector3
joint OpenSim.Region.Physics.Manager.PhysicsJoint
Résultat System.Vector3

GetResults() public abstract méthode

public abstract GetResults ( ) : void
Résultat void

GetTopColliders() public abstract méthode

public abstract GetTopColliders ( ) : float>.Dictionary
Résultat float>.Dictionary

Initialise() public abstract méthode

public abstract Initialise ( IMesher meshmerizer, IVoxelMesher voxmesher, IConfigSource config ) : void
meshmerizer IMesher
voxmesher IVoxelMesher
config IConfigSource
Résultat void

RaycastWorld() public méthode

Queue a raycast against the physics scene. The provided callback method will be called when the raycast is complete Many physics engines don't support collision testing at the same time as manipulating the physics scene, so we queue the request up and callback a custom method when the raycast is complete. This allows physics engines that give an immediate result to callback immediately and ones that don't, to callback when it gets a result back. ODE for example will not allow you to change the scene while collision testing or it asserts, 'opteration not valid for locked space'. This includes adding a ray to the scene. This is named RayCastWorld to not conflict with modrex's Raycast method.
public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, RaycastCallback retMethod ) : void
position System.Vector3 Origin of the ray
direction System.Vector3 Direction of the ray
length float Length of ray in meters
retMethod RaycastCallback Method to call when the raycast is complete
Résultat void

RemoveAllJointsConnectedToActorThreadLocked() public méthode

public RemoveAllJointsConnectedToActorThreadLocked ( PhysicsActor actor ) : void
actor PhysicsActor
Résultat void

RemoveAvatar() public abstract méthode

public abstract RemoveAvatar ( PhysicsActor actor ) : void
actor PhysicsActor
Résultat void

RemovePrim() public abstract méthode

public abstract RemovePrim ( PhysicsActor prim ) : void
prim PhysicsActor
Résultat void

RequestJointCreation() public méthode

public RequestJointCreation ( string objectNameInScene, PhysicsJointType jointType, System.Vector3 position, Quaternion rotation, string parms, List bodyNames, string trackedBodyName, Quaternion localRotation ) : OpenSim.Region.Physics.Manager.PhysicsJoint
objectNameInScene string
jointType PhysicsJointType
position System.Vector3
rotation Quaternion
parms string
bodyNames List
trackedBodyName string
localRotation Quaternion
Résultat OpenSim.Region.Physics.Manager.PhysicsJoint

RequestJointDeletion() public méthode

public RequestJointDeletion ( string objectNameInScene ) : void
objectNameInScene string
Résultat void

SetTerrain() public abstract méthode

public abstract SetTerrain ( bool heightMap ) : void
heightMap bool
Résultat void

SetWaterLevel() public abstract méthode

public abstract SetWaterLevel ( float baseheight ) : void
baseheight float
Résultat void

Simulate() public abstract méthode

public abstract Simulate ( float timeStep ) : float
timeStep float
Résultat float

SupportsCombining() public méthode

public SupportsCombining ( ) : bool
Résultat bool

SupportsRayCast() public méthode

True if the physics plugin supports raycasting against the physics scene
public SupportsRayCast ( ) : bool
Résultat bool

TriggerPhysicsBasedRestart() public méthode

public TriggerPhysicsBasedRestart ( ) : void
Résultat void

UnCombine() public méthode

public UnCombine ( PhysicsScene pScene ) : void
pScene PhysicsScene
Résultat void