C# Class Universe.Physics.BulletSPlugin.BSScene

Inheritance: Universe.Framework.Physics.PhysicsScene
ファイルを表示 Open project: Virtual-Universe/Virtual-Universe Class Usage Examples

Public Properties

Property Type Description
BulletSimVersion string
ObjectsWithCollisions HashSet
ObjectsWithNoMoreCollisions HashSet
PE BSAPITemplate
PhysObjects BSPhysObject>.Dictionary
Shapes BSShapeCollection
mesher IMesher

Private Properties

Property Type Description
GetInitialParameterValues void
ParamBoolean float
ProcessPostTaintTaints void
ProcessRegularTaints void
SelectUnderlyingBulletEngine BSAPITemplate
SendCollision void
TriggerPostStepEvent void
TriggerPreStepEvent void

Public Methods

Method Description
AddAvatar ( string avName, System.Vector3 position, Quaternion rotation, System.Vector3 size, bool isFlying, uint localID, UUID UUID ) : PhysicsActor
AddGravityPoint ( bool isApplyingForces, System.Vector3 position, float forceX, float forceY, float forceZ, float gravForce, float radius, int identifier ) : void
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 ) : PhysicsActor
AssertInTaintTime ( string whereFrom ) : bool
DetailLog ( string msg ) : void
Dispose ( ) : void
GetGravityForce ( ) : float[]
GetResults ( ) : void
GetTopColliders ( ) : float>.Dictionary
Initialize ( IMesher meshmerizer, IScene scene ) : void
PostInitialize ( IConfigSource config ) : void
PostTaintObject ( String ident, uint ID, TaintCallback callback ) : void
PrimitiveBaseShapeToString ( PrimitiveBaseShape pbs ) : string
ProcessTaints ( ) : void
RemoveAvatar ( PhysicsActor actor ) : void
RemovePrim ( PhysicsActor prim ) : void
SetGravityForce ( bool enabled, float forceX, float forceY, float forceZ ) : void
SetTerrain ( ITerrainChannel channel, short heightMap ) : void
SetWaterLevel ( double baseheight, short map ) : void
Simulate ( float timeStep ) : void
TaintedObject ( bool inTaintTime, String pIdent, TaintCallback pCallback ) : void
TaintedObject ( bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback ) : void
TaintedObject ( bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback ) : void
TaintedObject ( string pOriginator, string pIdent, TaintCallback pCallback ) : void
TaintedObject ( uint pOriginator, String pIdent, TaintCallback pCallback ) : void

Private Methods

Method Description
GetInitialParameterValues ( IConfigSource config ) : void
ParamBoolean ( IConfig config, string parmName, float deflt ) : float
ProcessPostTaintTaints ( ) : void
ProcessRegularTaints ( ) : void
SelectUnderlyingBulletEngine ( string engineName ) : BSAPITemplate
SendCollision ( uint localID, uint collidingWith, System.Vector3 collidePoint, System.Vector3 collideNormal, float penetration ) : void
TriggerPostStepEvent ( float timeStep ) : void
TriggerPreStepEvent ( float timeStep ) : void

Method Details

AddAvatar() public method

public AddAvatar ( string avName, System.Vector3 position, Quaternion rotation, System.Vector3 size, bool isFlying, uint localID, UUID UUID ) : PhysicsActor
avName string
position System.Vector3
rotation Quaternion
size System.Vector3
isFlying bool
localID uint
UUID UUID
return Universe.Framework.Physics.PhysicsActor

AddGravityPoint() public method

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
return void

AddPrimShape() public method

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 ) : PhysicsActor
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
return Universe.Framework.Physics.PhysicsActor

AssertInTaintTime() public method

public AssertInTaintTime ( string whereFrom ) : bool
whereFrom string
return bool

DetailLog() public method

public DetailLog ( string msg ) : void
msg string
return void

Dispose() public method

public Dispose ( ) : void
return void

GetGravityForce() public method

public GetGravityForce ( ) : float[]
return float[]

GetResults() public method

public GetResults ( ) : void
return void

GetTopColliders() public method

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

Initialize() public method

public Initialize ( IMesher meshmerizer, IScene scene ) : void
meshmerizer IMesher
scene IScene
return void

PostInitialize() public method

public PostInitialize ( IConfigSource config ) : void
config IConfigSource
return void

PostTaintObject() public method

public PostTaintObject ( String ident, uint ID, TaintCallback callback ) : void
ident String
ID uint
callback TaintCallback
return void

PrimitiveBaseShapeToString() public static method

public static PrimitiveBaseShapeToString ( PrimitiveBaseShape pbs ) : string
pbs PrimitiveBaseShape
return string

ProcessTaints() public method

public ProcessTaints ( ) : void
return void

RemoveAvatar() public method

public RemoveAvatar ( PhysicsActor actor ) : void
actor Universe.Framework.Physics.PhysicsActor
return void

RemovePrim() public method

public RemovePrim ( PhysicsActor prim ) : void
prim Universe.Framework.Physics.PhysicsActor
return void

SetGravityForce() public method

public SetGravityForce ( bool enabled, float forceX, float forceY, float forceZ ) : void
enabled bool
forceX float
forceY float
forceZ float
return void

SetTerrain() public method

public SetTerrain ( ITerrainChannel channel, short heightMap ) : void
channel ITerrainChannel
heightMap short
return void

SetWaterLevel() public method

public SetWaterLevel ( double baseheight, short map ) : void
baseheight double
map short
return void

Simulate() public method

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

TaintedObject() public method

public TaintedObject ( bool inTaintTime, String pIdent, TaintCallback pCallback ) : void
inTaintTime bool
pIdent String
pCallback TaintCallback
return void

TaintedObject() public method

public TaintedObject ( bool inTaintTime, string pOriginator, string pIdent, TaintCallback pCallback ) : void
inTaintTime bool
pOriginator string
pIdent string
pCallback TaintCallback
return void

TaintedObject() public method

public TaintedObject ( bool inTaintTime, uint pOriginator, String pIdent, TaintCallback pCallback ) : void
inTaintTime bool
pOriginator uint
pIdent String
pCallback TaintCallback
return void

TaintedObject() public method

public TaintedObject ( string pOriginator, string pIdent, TaintCallback pCallback ) : void
pOriginator string
pIdent string
pCallback TaintCallback
return void

TaintedObject() public method

public TaintedObject ( uint pOriginator, String pIdent, TaintCallback pCallback ) : void
pOriginator uint
pIdent String
pCallback TaintCallback
return void

Property Details

BulletSimVersion public_oe property

public string BulletSimVersion
return string

ObjectsWithCollisions public_oe property

public HashSet ObjectsWithCollisions
return HashSet

ObjectsWithNoMoreCollisions public_oe property

public HashSet ObjectsWithNoMoreCollisions
return HashSet

PE public_oe property

public BSAPITemplate,Universe.Physics.BulletSPlugin PE
return BSAPITemplate

PhysObjects public_oe property

public Dictionary PhysObjects
return BSPhysObject>.Dictionary

Shapes public_oe property

public BSShapeCollection,Universe.Physics.BulletSPlugin Shapes
return BSShapeCollection

mesher public_oe property

public IMesher mesher
return IMesher