C# 클래스 Universe.Physics.BasicPhysicsPlugin.BasicScene

상속: Universe.Framework.Physics.PhysicsScene
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe

공개 메소드들

메소드 설명
AddAvatar ( string avName, Vector3 position, Quaternion rotation, Vector3 size, bool isFlying, uint localID, UUID UUID ) : PhysicsActor
AddPrimShape ( UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, int material, float friction, float restitution, float gravityMultiplier, float density ) : PhysicsActor
BasicScene ( ) : System.Collections.Generic
Dispose ( ) : void
GetTopColliders ( ) : float>.Dictionary
Initialize ( IMesher meshmerizer, IScene scene ) : void
PostInitialize ( IConfigSource config ) : void
RemoveAvatar ( PhysicsActor actor ) : void
RemovePrim ( PhysicsActor prim ) : void
SetTerrain ( ITerrainChannel channel, short heightMap ) : void
SetWaterLevel ( double height, short map ) : void
Simulate ( float timeStep ) : void

메소드 상세

AddAvatar() 공개 메소드

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

AddPrimShape() 공개 메소드

public AddPrimShape ( UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position, 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 Vector3
size Vector3
rotation Quaternion
isPhysical bool
material int
friction float
restitution float
gravityMultiplier float
density float
리턴 Universe.Framework.Physics.PhysicsActor

BasicScene() 공개 메소드

public BasicScene ( ) : System.Collections.Generic
리턴 System.Collections.Generic

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

GetTopColliders() 공개 메소드

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

Initialize() 공개 메소드

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

PostInitialize() 공개 메소드

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

RemoveAvatar() 공개 메소드

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

RemovePrim() 공개 메소드

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

SetTerrain() 공개 메소드

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

SetWaterLevel() 공개 메소드

public SetWaterLevel ( double height, short map ) : void
height double
map short
리턴 void

Simulate() 공개 메소드

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