C# Class Universe.Physics.OpenDynamicsEngine.ODECharacter

Inheritance: Universe.Framework.Physics.PhysicsActor
Afficher le fichier Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Méthodes publiques

Свойство Type Description
Amotor System.IntPtr
Body System.IntPtr
CAPSULE_LENGTH float
CAPSULE_RADIUS float
MinimumGroundFlightOffset float
Shell System.IntPtr
m_isPhysical bool
m_localID uint
m_uuid UUID

Protected Properties

Свойство Type Description
CollisionEventsThisFrame Universe.Framework.Physics.CollisionEventUpdate
PID_D float
PID_P float
ShouldBeWalking bool
StartingUnderWater bool
WasUnderWater bool
_parent_ref ODESpecificAvatar
_parent_scene ODEPhysicsScene
_position System.Vector3
_target_force System.Vector3
_target_vel_force System.Vector3
_velocity System.Vector3
_wasZeroFlagFlying bool
_zeroFlag bool
flying bool
lastUnderwaterPush float
m_ZeroUpdateSent int
m_alwaysRun bool
m_colliderfilter int
m_collisionCategories CollisionCategories
m_forceAppliedBeforeFalling System.Vector3
m_isJumping bool
m_iscolliding bool
m_ispreJumping bool
m_kinematic bool
m_lastAngVelocity System.Vector3
m_lastForceApplied int
m_lastPosition System.Vector3
m_lastVelocity System.Vector3
m_mass float
m_preJumpCounter int
m_preJumpForce System.Vector3
m_rotationalVelocity System.Vector3
m_shouldBePhysical bool
m_speedModifier float
m_taintRotation Quaternion
realFlying bool

Méthodes publiques

Méthode Description
AddCollisionEvent ( uint collidedWith, ContactPoint contact ) : void
AddForce ( System.Vector3 force, bool pushforce ) : void

Adds the force supplied to the Target Velocity The PID controller takes this target velocity and tries to make it a reality

Destroy ( ) : void

Cleanup the things we use in the scene.

ForceSetPosition ( System.Vector3 position ) : void
ForceSetVelocity ( System.Vector3 velocity ) : void
ODECharacter ( String avName, ODEPhysicsScene parent_scene, System.Vector3 pos, Quaternion rotation, System.Vector3 size ) : System
RebuildAvatar ( ) : void
SendCollisions ( ) : bool
SubscribedEvents ( ) : bool
UpdatePositionAndVelocity ( float timestep ) : void

Updates the reported position and velocity. This essentially sends the data up to ScenePresence.

Method Details

AddCollisionEvent() public méthode

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

AddForce() public méthode

Adds the force supplied to the Target Velocity The PID controller takes this target velocity and tries to make it a reality
public AddForce ( System.Vector3 force, bool pushforce ) : void
force System.Vector3
pushforce bool
Résultat void

Destroy() public méthode

Cleanup the things we use in the scene.
public Destroy ( ) : void
Résultat void

ForceSetPosition() public méthode

public ForceSetPosition ( System.Vector3 position ) : void
position System.Vector3
Résultat void

ForceSetVelocity() public méthode

public ForceSetVelocity ( System.Vector3 velocity ) : void
velocity System.Vector3
Résultat void

ODECharacter() public méthode

public ODECharacter ( 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
Résultat System

RebuildAvatar() public méthode

public RebuildAvatar ( ) : void
Résultat void

SendCollisions() public méthode

public SendCollisions ( ) : bool
Résultat bool

SubscribedEvents() public méthode

public SubscribedEvents ( ) : bool
Résultat bool

UpdatePositionAndVelocity() public méthode

Updates the reported position and velocity. This essentially sends the data up to ScenePresence.
public UpdatePositionAndVelocity ( float timestep ) : void
timestep float
Résultat void

Property Details

Amotor public_oe property

public IntPtr,System Amotor
Résultat System.IntPtr

Body public_oe property

public IntPtr,System Body
Résultat System.IntPtr

CAPSULE_LENGTH public_oe property

public float CAPSULE_LENGTH
Résultat float

CAPSULE_RADIUS public_oe property

public float CAPSULE_RADIUS
Résultat float

CollisionEventsThisFrame protected_oe property

protected CollisionEventUpdate,Universe.Framework.Physics CollisionEventsThisFrame
Résultat Universe.Framework.Physics.CollisionEventUpdate

MinimumGroundFlightOffset public_oe property

public float MinimumGroundFlightOffset
Résultat float

PID_D protected_oe property

protected float PID_D
Résultat float

PID_P protected_oe property

protected float PID_P
Résultat float

Shell public_oe property

public IntPtr,System Shell
Résultat System.IntPtr

ShouldBeWalking protected_oe property

protected bool ShouldBeWalking
Résultat bool

StartingUnderWater protected_oe property

protected bool StartingUnderWater
Résultat bool

WasUnderWater protected_oe property

protected bool WasUnderWater
Résultat bool

_parent_ref protected_oe property

protected ODESpecificAvatar,Universe.Physics.OpenDynamicsEngine _parent_ref
Résultat ODESpecificAvatar

_parent_scene protected_oe property

protected ODEPhysicsScene,Universe.Physics.OpenDynamicsEngine _parent_scene
Résultat ODEPhysicsScene

_position protected_oe property

protected Vector3,System _position
Résultat System.Vector3

_target_force protected_oe property

protected Vector3,System _target_force
Résultat System.Vector3

_target_vel_force protected_oe property

protected Vector3,System _target_vel_force
Résultat System.Vector3

_velocity protected_oe property

protected Vector3,System _velocity
Résultat System.Vector3

_wasZeroFlagFlying protected_oe property

protected bool _wasZeroFlagFlying
Résultat bool

_zeroFlag protected_oe property

protected bool _zeroFlag
Résultat bool

flying protected_oe property

protected bool flying
Résultat bool

lastUnderwaterPush protected_oe property

protected float lastUnderwaterPush
Résultat float

m_ZeroUpdateSent protected_oe property

protected int m_ZeroUpdateSent
Résultat int

m_alwaysRun protected_oe property

protected bool m_alwaysRun
Résultat bool

m_colliderfilter protected_oe property

protected int m_colliderfilter
Résultat int

m_collisionCategories protected_oe property

protected CollisionCategories m_collisionCategories
Résultat CollisionCategories

m_forceAppliedBeforeFalling protected_oe property

protected Vector3,System m_forceAppliedBeforeFalling
Résultat System.Vector3

m_isJumping protected_oe property

protected bool m_isJumping
Résultat bool

m_isPhysical public_oe property

public bool m_isPhysical
Résultat bool

m_iscolliding protected_oe property

protected bool m_iscolliding
Résultat bool

m_ispreJumping protected_oe property

protected bool m_ispreJumping
Résultat bool

m_kinematic protected_oe property

protected bool m_kinematic
Résultat bool

m_lastAngVelocity protected_oe property

protected Vector3,System m_lastAngVelocity
Résultat System.Vector3

m_lastForceApplied protected_oe property

protected int m_lastForceApplied
Résultat int

m_lastPosition protected_oe property

protected Vector3,System m_lastPosition
Résultat System.Vector3

m_lastVelocity protected_oe property

protected Vector3,System m_lastVelocity
Résultat System.Vector3

m_localID public_oe property

public uint m_localID
Résultat uint

m_mass protected_oe property

protected float m_mass
Résultat float

m_preJumpCounter protected_oe property

protected int m_preJumpCounter
Résultat int

m_preJumpForce protected_oe property

protected Vector3,System m_preJumpForce
Résultat System.Vector3

m_rotationalVelocity protected_oe property

protected Vector3,System m_rotationalVelocity
Résultat System.Vector3

m_shouldBePhysical protected_oe property

protected bool m_shouldBePhysical
Résultat bool

m_speedModifier protected_oe property

protected float m_speedModifier
Résultat float

m_taintRotation protected_oe property

protected Quaternion m_taintRotation
Résultat Quaternion

m_uuid public_oe property

public UUID m_uuid
Résultat UUID

realFlying protected_oe property

protected bool realFlying
Résultat bool