Méthode | Description | |
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AddAvatar ( string avName, System.Vector3 position, Quaternion rotation, System.Vector3 size, bool isFlying, uint localID, UUID UUID ) : |
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AddCollisionEventReporting ( |
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AddGravityPoint ( bool isApplyingForces, System.Vector3 position, float forceX, float forceY, float forceZ, float gravForce, float radius, int identifier ) : void | ||
AddODECollision ( |
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AddPrimShape ( UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, System.Vector3 position, System.Vector3 size, Quaternion rotation, bool isPhysical, int material, float friction, float restitution, float gravityMultiplier, float density ) : |
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AddSimulationChange ( NoParam del ) : void |
Called to queue a change to a prim to use in place of old taint mechanism so changes do have a time sequence
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CalculateGravity ( float mass, System.Vector3 position, bool allowNormalGravity, float gravityModifier, System.Vector3 &forceVector ) : void | ||
CalculateSpaceArrayItemFromPos ( System.Vector3 pos ) : int[] |
Holds the space allocation logic
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CalculateSpaceForGeom ( System.Vector3 pos ) : |
Calculates the space the prim should be in by its position
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Collision_optimized ( float timeStep ) : void |
This is our collision testing routine in ODE
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Dispose ( ) : void | ||
GetContactParam ( float mu, float AvatarContactBounce, |
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GetGravityForce ( ) : float[] | ||
GetTerrainHeightAtXY ( float x, float y ) : float | ||
GetTopColliders ( ) : float>.Dictionary |
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GetWaterLevel ( float x, float y ) : double | ||
Initialize ( IMesher meshmerizer, IScene scene ) : void | ||
IsNearBody ( |
This is our near callback. A geometry is near a body
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ODEPhysicsScene ( ) : System |
Initializes the scene Sets many properties that ODE requires to be stable These settings need to be tweaked 'exactly' right or weird stuff happens.
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PostInitialize ( IConfigSource config ) : void | ||
RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, int Count ) : List |
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RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, RaycastCallback retMethod ) : void | ||
RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, int Count, RayCallback retMethod ) : void | ||
RecalculateSpaceForGeom ( |
Called when a static prim moves. Allocates a space for the prim based on its position
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RemCollisionEventReporting ( |
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RemoveAvatar ( |
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RemovePrim ( |
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SetGravityForce ( bool enabled, float forceX, float forceY, float forceZ ) : void |
Sets gravity parameters in the single axis, if you want a point, use the gravity point pieces
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SetTerrain ( ITerrainChannel channel, short heightMap ) : void | ||
SetWaterLevel ( double height, short map ) : void | ||
Simulate ( float timeElapsed ) : void |
This is our main simulate loop It's thread locked by a Mutex in the scene. It holds Collisions, it instructs ODE to step through the physical reactions It moves the objects around in memory It calls the methods that report back to the object owners.. (scenepresence, SceneObjectGroup)
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SupportsRayCast ( ) : bool | ||
WhichSpaceAmIIn ( System.Vector3 pos ) : string |
Debug space message for printing the space that a prim/avatar is in.
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command ( int cmd ) : void | ||
start ( int unused ) : void | ||
step ( int pause ) : void |
Méthode | Description | |
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AddActivePrim ( |
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AddCharacter ( |
Adds a character to the list of avatars in the scene Internally locked, as it is called only in the Simulation Changes loop
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BadCharacter ( |
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BadPrim ( |
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CheckDupe ( |
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Collision_accounting_events ( |
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CreateContacJoint ( |
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GetCurContactGeom ( int index, |
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NeedsMeshing ( |
Routine to figure out if we need to mesh this prim with our mesher
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RemoveActivePrim ( |
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RemoveCharacter ( |
Removes a character from the list of avatars currently in the scene Internally locked, as it is called only in the Simulation Changes loop
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RemovePrimThreadLocked ( |
This is called from within simulate but outside the locked portion We need to do our own locking here Essentially, we need to remove the prim from our space segment, whatever segment it's in. If there are no more prim in the segment, we need to empty (spacedestroy)the segment and reclaim memory that the space was using.
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public AddAvatar ( string avName, System.Vector3 position, Quaternion rotation, System.Vector3 size, bool isFlying, uint localID, UUID UUID ) : |
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avName | string | |
position | System.Vector3 | |
rotation | Quaternion | |
size | System.Vector3 | |
isFlying | bool | |
localID | uint | |
UUID | UUID | |
Résultat |
public AddCollisionEventReporting ( |
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obj | ||
Résultat | void |
public AddGravityPoint ( bool isApplyingForces, System.Vector3 position, float forceX, float forceY, float forceZ, float gravForce, float radius, int identifier ) : void | ||
isApplyingForces | bool | |
position | System.Vector3 | |
forceX | float | |
forceY | float | |
forceZ | float | |
gravForce | float | |
radius | float | |
identifier | int | |
Résultat | void |
public AddODECollision ( |
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curContact | ||
p1 | ||
p2 | ||
b1 | ||
b2 | ||
maxDepthContact | ||
NotSkipedCount | int | |
Résultat | void |
public AddPrimShape ( UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, System.Vector3 position, System.Vector3 size, Quaternion rotation, bool isPhysical, int material, float friction, float restitution, float gravityMultiplier, float density ) : |
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primID | UUID | |
localID | uint | |
name | string | |
physicsType | byte | |
shape | PrimitiveBaseShape | |
position | System.Vector3 | |
size | System.Vector3 | |
rotation | Quaternion | |
isPhysical | bool | |
material | int | |
friction | float | |
restitution | float | |
gravityMultiplier | float | |
density | float | |
Résultat |
public AddSimulationChange ( NoParam del ) : void | ||
del | NoParam | |
Résultat | void |
public CalculateGravity ( float mass, System.Vector3 position, bool allowNormalGravity, float gravityModifier, System.Vector3 &forceVector ) : void | ||
mass | float | |
position | System.Vector3 | |
allowNormalGravity | bool | |
gravityModifier | float | |
forceVector | System.Vector3 | |
Résultat | void |
public CalculateSpaceArrayItemFromPos ( System.Vector3 pos ) : int[] | ||
pos | System.Vector3 | |
Résultat | int[] |
public CalculateSpaceForGeom ( System.Vector3 pos ) : |
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pos | System.Vector3 | |
Résultat |
public Collision_optimized ( float timeStep ) : void | ||
timeStep | float | |
Résultat | void |
public GetContactParam ( float mu, float AvatarContactBounce, |
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mu | float | |
AvatarContactBounce | float | |
newGlobalcontact | ||
Résultat | void |
public GetTerrainHeightAtXY ( float x, float y ) : float | ||
x | float | |
y | float | |
Résultat | float |
public GetTopColliders ( ) : float>.Dictionary |
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Résultat | float>.Dictionary |
public GetWaterLevel ( float x, float y ) : double | ||
x | float | |
y | float | |
Résultat | double |
public Initialize ( IMesher meshmerizer, IScene scene ) : void | ||
meshmerizer | IMesher | |
scene | IScene | |
Résultat | void |
public IsNearBody ( |
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gspace | The space that contains the geoms. Remember, spaces are also geoms | |
g1 | a geometry or space | |
g2 | another geometry or space | |
Résultat | void |
public PostInitialize ( IConfigSource config ) : void | ||
config | IConfigSource | |
Résultat | void |
public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, int Count ) : List |
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position | System.Vector3 | |
direction | System.Vector3 | |
length | float | |
Count | int | |
Résultat | List |
public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, RaycastCallback retMethod ) : void | ||
position | System.Vector3 | |
direction | System.Vector3 | |
length | float | |
retMethod | RaycastCallback | |
Résultat | void |
public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, int Count, RayCallback retMethod ) : void | ||
position | System.Vector3 | |
direction | System.Vector3 | |
length | float | |
Count | int | |
retMethod | RayCallback | |
Résultat | void |
public RecalculateSpaceForGeom ( |
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geom | The pointer to the geom that moved | |
pos | System.Vector3 | The position that the geom moved to |
currentspace | A pointer to the space it was in before it was moved. | |
Résultat |
public RemCollisionEventReporting ( |
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obj | ||
Résultat | void |
public RemoveAvatar ( |
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actor | ||
Résultat | void |
public RemovePrim ( |
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prim | ||
Résultat | void |
public SetGravityForce ( bool enabled, float forceX, float forceY, float forceZ ) : void | ||
enabled | bool | Enable one axis gravity (disables point gravity) |
forceX | float | |
forceY | float | |
forceZ | float | |
Résultat | void |
public SetTerrain ( ITerrainChannel channel, short heightMap ) : void | ||
channel | ITerrainChannel | |
heightMap | short | |
Résultat | void |
public SetWaterLevel ( double height, short map ) : void | ||
height | double | |
map | short | |
Résultat | void |
public Simulate ( float timeElapsed ) : void | ||
timeElapsed | float | |
Résultat | void |
public WhichSpaceAmIIn ( System.Vector3 pos ) : string | ||
pos | System.Vector3 | |
Résultat | string |
protected IntPtr,System ContactgeomsArray | ||
Résultat |
protected float FrictionMovementMultiplier | ||
Résultat | float |
protected IntPtr,System GlobalContactsArray | ||
Résultat |
protected float[] ODETerrainHeightFieldHeights | ||
Résultat | float[] |
protected PhysicsActor,Universe.Framework.Physics PANull | ||
Résultat |
public ConcurrentQueue |
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Résultat | ConcurrentQueue |
protected short[] TerrainHeightFieldHeights | ||
Résultat | short[] |
protected ConcurrentDictionary |
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Résultat | PhysicsActor>.ConcurrentDictionary |
protected object _collisionEventListLock | ||
Résultat | object |
public Dictionary |
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Résultat | PhysicsActor>.Dictionary |
public int geomContactPointsStartthrottle | ||
Résultat | int |
public int geomCrossingFailuresBeforeOutofbounds | ||
Résultat | int |
public Vector3,System gravityVectorNormalized | ||
Résultat | System.Vector3 |
protected int m_currentmaxContactsbeforedeath | ||
Résultat | int |
protected ODERayCastRequestManager,Universe.Physics.OpenDynamicsEngine m_rayCastManager | ||
Résultat |
protected RegionInfo,Universe.Framework.SceneInfo m_region | ||
Résultat |
protected float minimumGroundFlightOffset | ||
Résultat | float |
protected d.Contact,Universe.Physics.OpenDynamicsEngine newGlobalcontact | ||
Résultat |