C# 클래스 Universe.Physics.BulletSPlugin.BSDynamics

상속: BSActor
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

Private Properties

프로퍼티 타입 설명
ApplyGravity void
ClampInRange float
ComputeAngularTurning void
ComputeFrictionFactor System.Vector3
ComputeLinearDeflection void
GetTerrainHeight float
GetWaterLevel float
LimitRotation void
MoveAngular void
MoveLinear void
PostStep void
PreUpdateProperty void
ProcessFloatVehicleParam void
ProcessRotationVehicleParam void
ProcessVectorVehicleParam void
ProcessVehicleFlags void
ProjectVector System.Vector3
RegisterForSceneEvents void
SetPhysicalParameters void
SortedClampInRange float
Step void
UnregisterForSceneEvents void
VDetailLog void
VehicleAddAngularForce void
VehicleAddForce void
VehicleAddForceImpulse void
VehicleAddRotationalImpulse void

공개 메소드들

메소드 설명
BSDynamics ( BSScene myScene, BSPrim myPrim, string actorName ) : System
ComputeAngularBanking ( ) : void
ComputeAngularDeflection ( ) : void
ComputeAngularVerticalAttraction ( ) : void
ComputeLinearBlockingEndPoint ( float pTimestep ) : bool
ComputeLinearHover ( float pTimestep ) : void
ComputeLinearMotorUp ( float pTimestep ) : void
ComputeLinearTerrainHeightCorrection ( float pTimestep ) : void
ComputeLinearVelocity ( float pTimestep ) : void
Dispose ( ) : void
ForgetKnownVehicleProperties ( ) : void
ProcessTypeChange ( Vehicle pType ) : void
PushKnownChanged ( ) : void
Refresh ( ) : void
RemoveBodyDependencies ( ) : void

비공개 메소드들

메소드 설명
ApplyGravity ( float pTimeStep ) : void
ClampInRange ( float low, float val, float high ) : float
ComputeAngularTurning ( float pTimestep ) : void
ComputeFrictionFactor ( System.Vector3 friction, float pTimestep ) : System.Vector3
ComputeLinearDeflection ( float pTimestep ) : void
GetTerrainHeight ( System.Vector3 pos ) : float
GetWaterLevel ( System.Vector3 pos ) : float
LimitRotation ( float timestep ) : void
MoveAngular ( float pTimestep ) : void
MoveLinear ( float pTimestep ) : void
PostStep ( float pTimestep ) : void
PreUpdateProperty ( EntityProperties &entprop ) : void
ProcessFloatVehicleParam ( Vehicle pParam, float pValue ) : void
ProcessRotationVehicleParam ( Vehicle pParam, Quaternion pValue ) : void
ProcessVectorVehicleParam ( Vehicle pParam, System.Vector3 pValue ) : void
ProcessVehicleFlags ( int pParam, bool remove ) : void
ProjectVector ( System.Vector3 vector, System.Vector3 onNormal ) : System.Vector3
RegisterForSceneEvents ( ) : void
SetPhysicalParameters ( ) : void
SortedClampInRange ( float clampa, float val, float clampb ) : float
Step ( float pTimestep ) : void
UnregisterForSceneEvents ( ) : void
VDetailLog ( string msg ) : void
VehicleAddAngularForce ( System.Vector3 aForce ) : void
VehicleAddForce ( System.Vector3 pForce ) : void
VehicleAddForceImpulse ( System.Vector3 pImpulse ) : void
VehicleAddRotationalImpulse ( System.Vector3 pImpulse ) : void

메소드 상세

BSDynamics() 공개 메소드

public BSDynamics ( BSScene myScene, BSPrim myPrim, string actorName ) : System
myScene BSScene
myPrim BSPrim
actorName string
리턴 System

ComputeAngularBanking() 공개 메소드

public ComputeAngularBanking ( ) : void
리턴 void

ComputeAngularDeflection() 공개 메소드

public ComputeAngularDeflection ( ) : void
리턴 void

ComputeAngularVerticalAttraction() 공개 메소드

public ComputeAngularVerticalAttraction ( ) : void
리턴 void

ComputeLinearBlockingEndPoint() 공개 메소드

public ComputeLinearBlockingEndPoint ( float pTimestep ) : bool
pTimestep float
리턴 bool

ComputeLinearHover() 공개 메소드

public ComputeLinearHover ( float pTimestep ) : void
pTimestep float
리턴 void

ComputeLinearMotorUp() 공개 메소드

public ComputeLinearMotorUp ( float pTimestep ) : void
pTimestep float
리턴 void

ComputeLinearTerrainHeightCorrection() 공개 메소드

public ComputeLinearTerrainHeightCorrection ( float pTimestep ) : void
pTimestep float
리턴 void

ComputeLinearVelocity() 공개 메소드

public ComputeLinearVelocity ( float pTimestep ) : void
pTimestep float
리턴 void

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

ForgetKnownVehicleProperties() 공개 메소드

public ForgetKnownVehicleProperties ( ) : void
리턴 void

ProcessTypeChange() 공개 메소드

public ProcessTypeChange ( Vehicle pType ) : void
pType Vehicle
리턴 void

PushKnownChanged() 공개 메소드

public PushKnownChanged ( ) : void
리턴 void

Refresh() 공개 메소드

public Refresh ( ) : void
리턴 void

RemoveBodyDependencies() 공개 메소드

public RemoveBodyDependencies ( ) : void
리턴 void