C# 클래스 Universe.Physics.BulletSPlugin.BSScene

상속: Universe.Framework.Physics.PhysicsScene
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
BulletSimVersion string
ObjectsWithCollisions HashSet
ObjectsWithNoMoreCollisions HashSet
PE BSAPITemplate
PhysObjects BSPhysObject>.Dictionary
Shapes BSShapeCollection
mesher IMesher

Private Properties

프로퍼티 타입 설명
GetInitialParameterValues void
ParamBoolean float
ProcessPostTaintTaints void
ProcessRegularTaints void
SelectUnderlyingBulletEngine BSAPITemplate
SendCollision void
TriggerPostStepEvent void
TriggerPreStepEvent void

공개 메소드들

메소드 설명
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

비공개 메소드들

메소드 설명
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

메소드 상세

AddAvatar() 공개 메소드

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
리턴 Universe.Framework.Physics.PhysicsActor

AddGravityPoint() 공개 메소드

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
리턴 void

AddPrimShape() 공개 메소드

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
리턴 Universe.Framework.Physics.PhysicsActor

AssertInTaintTime() 공개 메소드

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

DetailLog() 공개 메소드

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

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

GetGravityForce() 공개 메소드

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

GetResults() 공개 메소드

public GetResults ( ) : 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

PostTaintObject() 공개 메소드

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

PrimitiveBaseShapeToString() 공개 정적인 메소드

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

ProcessTaints() 공개 메소드

public ProcessTaints ( ) : void
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

SetGravityForce() 공개 메소드

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

SetTerrain() 공개 메소드

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

SetWaterLevel() 공개 메소드

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

Simulate() 공개 메소드

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

TaintedObject() 공개 메소드

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

TaintedObject() 공개 메소드

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

TaintedObject() 공개 메소드

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

TaintedObject() 공개 메소드

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

TaintedObject() 공개 메소드

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

프로퍼티 상세

BulletSimVersion 공개적으로 프로퍼티

public string BulletSimVersion
리턴 string

ObjectsWithCollisions 공개적으로 프로퍼티

public HashSet ObjectsWithCollisions
리턴 HashSet

ObjectsWithNoMoreCollisions 공개적으로 프로퍼티

public HashSet ObjectsWithNoMoreCollisions
리턴 HashSet

PE 공개적으로 프로퍼티

public BSAPITemplate,Universe.Physics.BulletSPlugin PE
리턴 BSAPITemplate

PhysObjects 공개적으로 프로퍼티

public Dictionary PhysObjects
리턴 BSPhysObject>.Dictionary

Shapes 공개적으로 프로퍼티

public BSShapeCollection,Universe.Physics.BulletSPlugin Shapes
리턴 BSShapeCollection

mesher 공개적으로 프로퍼티

public IMesher mesher
리턴 IMesher