C# 클래스 Universe.Physics.OpenDynamicsEngine.ODEPhysicsScene

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

공개 프로퍼티들

프로퍼티 타입 설명
AllowAvGravity bool
AllowAvsToEscapeGravity bool
AllowUnderwaterPhysics bool
AvGravityHeight int
MeshSculptphysicalLOD float
ODE_STEPSIZE float
PID_D float
PID_P float
RegionTerrain System.IntPtr
SimulationChangesQueue ConcurrentQueue
WorldExtents System.Vector2
actor_name_map PhysicsActor>.Dictionary
avCapRadius float
avDensity float
avHeightFudgeFactor float
avMovementDivisorRun float
avMovementDivisorWalk float
bodyFramesAutoDisable int
forceSimplePrimMeshing bool
geomContactPointsStartthrottle int
geomCrossingFailuresBeforeOutofbounds int
gravityVector System.Vector3
gravityVectorNormalized System.Vector3
gravityx float
gravityy float
gravityz float
m_AvFlySpeed float
m_allowJump bool
m_flightCeilingHeight float
m_preJumpForceMultiplierX float
m_preJumpForceMultiplierY float
m_preJumpForceMultiplierZ float
m_preJumpTime int
m_useFlightCeilingHeight bool
m_usepreJump bool
maximumMassObject float
meshSculptLOD float
meshSculptedPrim bool
mesher IMesher
space System.IntPtr
staticPrimspace ].IntPtr[
world System.IntPtr

보호된 프로퍼티들

프로퍼티 타입 설명
AvatarContactBounce float
ContactgeomsArray System.IntPtr
DoPhyWind bool
FrictionMovementMultiplier float
FrictionScale float
GlobalContactsArray System.IntPtr
GridSpaceScaleBits int
HashspaceHigh int
HashspaceLow int
IsLocked bool
ODETerrainHeightFieldHeights float[]
PANull Universe.Framework.Physics.PhysicsActor
RemoveQueue ConcurrentQueue
TerrainHeightFieldHeights short[]
WaterHeight double
_activeprims HashSet
_activeprimsLock object
_characters HashSet
_collisionEventDictionary PhysicsActor>.ConcurrentDictionary
_collisionEventListLock object
_contactcountLock object
_perloopContact List
_prims HashSet
contactgroup System.IntPtr
contactsPerCollision int
contactsurfacelayer float
m_channel ITerrainChannel
m_config IConfigSource
m_currentmaxContactsbeforedeath int
m_filterCollisions bool
m_global_contactcount int
m_physicsiterations int
m_rayCastManager ODERayCastRequestManager
m_region Universe.Framework.SceneInfo.RegionInfo
m_scene IScene
m_timeDilation float
m_windModule IWindModule
minimumGroundFlightOffset float
nearCallback d.NearCallback
newGlobalcontact d.Contact
nspacesPerSideX int
nspacesPerSideY int
step_time float

공개 메소드들

메소드 설명
AddAvatar ( string avName, System.Vector3 position, Quaternion rotation, System.Vector3 size, bool isFlying, uint localID, UUID UUID ) : PhysicsActor
AddCollisionEventReporting ( PhysicsActor obj ) : void
AddGravityPoint ( bool isApplyingForces, System.Vector3 position, float forceX, float forceY, float forceZ, float gravForce, float radius, int identifier ) : void
AddODECollision ( d curContact, PhysicsActor p1, PhysicsActor p2, IntPtr b1, IntPtr b2, ContactPoint maxDepthContact, int &NotSkipedCount ) : 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
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

CalculateGravity ( float mass, System.Vector3 position, bool allowNormalGravity, float gravityModifier, System.Vector3 &forceVector ) : void
CalculateSpaceArrayItemFromPos ( System.Vector3 pos ) : int[]

Holds the space allocation logic

CalculateSpaceForGeom ( System.Vector3 pos ) : IntPtr

Calculates the space the prim should be in by its position

Collision_optimized ( float timeStep ) : void

This is our collision testing routine in ODE

Dispose ( ) : void
GetContactParam ( float mu, float AvatarContactBounce, d &newGlobalcontact ) : void
GetGravityForce ( ) : float[]
GetTerrainHeightAtXY ( float x, float y ) : float
GetTopColliders ( ) : float>.Dictionary
GetWaterLevel ( float x, float y ) : double
Initialize ( IMesher meshmerizer, IScene scene ) : void
IsNearBody ( IntPtr gspace, IntPtr g1, IntPtr g2 ) : void

This is our near callback. A geometry is near a body

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.

PostInitialize ( IConfigSource config ) : void
RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, int Count ) : List
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 ( IntPtr geom, System.Vector3 pos, IntPtr currentspace ) : IntPtr

Called when a static prim moves. Allocates a space for the prim based on its position

RemCollisionEventReporting ( PhysicsActor obj ) : void
RemoveAvatar ( PhysicsActor actor ) : void
RemovePrim ( PhysicsActor prim ) : void
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

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)

SupportsRayCast ( ) : bool
WhichSpaceAmIIn ( System.Vector3 pos ) : string

Debug space message for printing the space that a prim/avatar is in.

command ( int cmd ) : void
start ( int unused ) : void
step ( int pause ) : void

비공개 메소드들

메소드 설명
AddActivePrim ( ODEPrim activatePrim ) : void
AddCharacter ( ODECharacter chr ) : void

Adds a character to the list of avatars in the scene Internally locked, as it is called only in the Simulation Changes loop

BadCharacter ( ODECharacter chr ) : void
BadPrim ( ODEPrim universeODEPrim ) : void
CheckDupe ( d contactGeom, int atype ) : bool
Collision_accounting_events ( PhysicsActor p1, PhysicsActor p2, ContactPoint contact ) : void
CreateContacJoint ( d geom ) : IntPtr
GetCurContactGeom ( int index, d &newcontactgeom ) : bool
NeedsMeshing ( ODEPrim prim, byte physicalType ) : bool

Routine to figure out if we need to mesh this prim with our mesher

RemoveActivePrim ( ODEPrim deactivatePrim ) : void
RemoveCharacter ( ODECharacter chr ) : void

Removes a character from the list of avatars currently in the scene Internally locked, as it is called only in the Simulation Changes loop

RemovePrimThreadLocked ( ODEPrim prim ) : void

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.

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

AddCollisionEventReporting() 공개 메소드

public AddCollisionEventReporting ( PhysicsActor obj ) : void
obj Universe.Framework.Physics.PhysicsActor
리턴 void

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

AddODECollision() 공개 메소드

public AddODECollision ( d curContact, PhysicsActor p1, PhysicsActor p2, IntPtr b1, IntPtr b2, ContactPoint maxDepthContact, int &NotSkipedCount ) : void
curContact d
p1 Universe.Framework.Physics.PhysicsActor
p2 Universe.Framework.Physics.PhysicsActor
b1 System.IntPtr
b2 System.IntPtr
maxDepthContact Universe.Framework.Physics.ContactPoint
NotSkipedCount 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

AddSimulationChange() 공개 메소드

Called to queue a change to a prim to use in place of old taint mechanism so changes do have a time sequence
public AddSimulationChange ( NoParam del ) : void
del NoParam
리턴 void

CalculateGravity() 공개 메소드

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
리턴 void

CalculateSpaceArrayItemFromPos() 공개 메소드

Holds the space allocation logic
public CalculateSpaceArrayItemFromPos ( System.Vector3 pos ) : int[]
pos System.Vector3
리턴 int[]

CalculateSpaceForGeom() 공개 메소드

Calculates the space the prim should be in by its position
public CalculateSpaceForGeom ( System.Vector3 pos ) : IntPtr
pos System.Vector3
리턴 System.IntPtr

Collision_optimized() 공개 메소드

This is our collision testing routine in ODE
public Collision_optimized ( float timeStep ) : void
timeStep float
리턴 void

Dispose() 공개 메소드

public Dispose ( ) : void
리턴 void

GetContactParam() 공개 메소드

public GetContactParam ( float mu, float AvatarContactBounce, d &newGlobalcontact ) : void
mu float
AvatarContactBounce float
newGlobalcontact d
리턴 void

GetGravityForce() 공개 메소드

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

GetTerrainHeightAtXY() 공개 메소드

public GetTerrainHeightAtXY ( float x, float y ) : float
x float
y float
리턴 float

GetTopColliders() 공개 메소드

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

GetWaterLevel() 공개 메소드

public GetWaterLevel ( float x, float y ) : double
x float
y float
리턴 double

Initialize() 공개 메소드

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

IsNearBody() 공개 메소드

This is our near callback. A geometry is near a body
public IsNearBody ( IntPtr gspace, IntPtr g1, IntPtr g2 ) : void
gspace System.IntPtr The space that contains the geoms. Remember, spaces are also geoms
g1 System.IntPtr a geometry or space
g2 System.IntPtr another geometry or space
리턴 void

ODEPhysicsScene() 공개 메소드

Initializes the scene Sets many properties that ODE requires to be stable These settings need to be tweaked 'exactly' right or weird stuff happens.
public ODEPhysicsScene ( ) : System
리턴 System

PostInitialize() 공개 메소드

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

RaycastWorld() 공개 메소드

public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, int Count ) : List
position System.Vector3
direction System.Vector3
length float
Count int
리턴 List

RaycastWorld() 공개 메소드

public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, RaycastCallback retMethod ) : void
position System.Vector3
direction System.Vector3
length float
retMethod RaycastCallback
리턴 void

RaycastWorld() 공개 메소드

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
리턴 void

RecalculateSpaceForGeom() 공개 메소드

Called when a static prim moves. Allocates a space for the prim based on its position
public RecalculateSpaceForGeom ( IntPtr geom, System.Vector3 pos, IntPtr currentspace ) : IntPtr
geom System.IntPtr The pointer to the geom that moved
pos System.Vector3 The position that the geom moved to
currentspace System.IntPtr A pointer to the space it was in before it was moved.
리턴 System.IntPtr

RemCollisionEventReporting() 공개 메소드

public RemCollisionEventReporting ( PhysicsActor obj ) : void
obj Universe.Framework.Physics.PhysicsActor
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

Sets gravity parameters in the single axis, if you want a point, use the gravity point pieces
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
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

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

SupportsRayCast() 공개 메소드

public SupportsRayCast ( ) : bool
리턴 bool

WhichSpaceAmIIn() 공개 메소드

Debug space message for printing the space that a prim/avatar is in.
public WhichSpaceAmIIn ( System.Vector3 pos ) : string
pos System.Vector3
리턴 string

command() 공개 메소드

public command ( int cmd ) : void
cmd int
리턴 void

start() 공개 메소드

public start ( int unused ) : void
unused int
리턴 void

step() 공개 메소드

public step ( int pause ) : void
pause int
리턴 void

프로퍼티 상세

AllowAvGravity 공개적으로 프로퍼티

public bool AllowAvGravity
리턴 bool

AllowAvsToEscapeGravity 공개적으로 프로퍼티

public bool AllowAvsToEscapeGravity
리턴 bool

AllowUnderwaterPhysics 공개적으로 프로퍼티

public bool AllowUnderwaterPhysics
리턴 bool

AvGravityHeight 공개적으로 프로퍼티

public int AvGravityHeight
리턴 int

AvatarContactBounce 보호되어 있는 프로퍼티

protected float AvatarContactBounce
리턴 float

ContactgeomsArray 보호되어 있는 프로퍼티

protected IntPtr,System ContactgeomsArray
리턴 System.IntPtr

DoPhyWind 보호되어 있는 프로퍼티

protected bool DoPhyWind
리턴 bool

FrictionMovementMultiplier 보호되어 있는 프로퍼티

protected float FrictionMovementMultiplier
리턴 float

FrictionScale 보호되어 있는 프로퍼티

protected float FrictionScale
리턴 float

GlobalContactsArray 보호되어 있는 프로퍼티

protected IntPtr,System GlobalContactsArray
리턴 System.IntPtr

GridSpaceScaleBits 보호되어 있는 프로퍼티

protected int GridSpaceScaleBits
리턴 int

HashspaceHigh 보호되어 있는 프로퍼티

protected int HashspaceHigh
리턴 int

HashspaceLow 보호되어 있는 프로퍼티

protected int HashspaceLow
리턴 int

IsLocked 보호되어 있는 프로퍼티

protected bool IsLocked
리턴 bool

MeshSculptphysicalLOD 공개적으로 프로퍼티

public float MeshSculptphysicalLOD
리턴 float

ODETerrainHeightFieldHeights 보호되어 있는 프로퍼티

protected float[] ODETerrainHeightFieldHeights
리턴 float[]

ODE_STEPSIZE 공개적으로 프로퍼티

public float ODE_STEPSIZE
리턴 float

PANull 보호되어 있는 프로퍼티

protected PhysicsActor,Universe.Framework.Physics PANull
리턴 Universe.Framework.Physics.PhysicsActor

PID_D 공개적으로 프로퍼티

public float PID_D
리턴 float

PID_P 공개적으로 프로퍼티

public float PID_P
리턴 float

RegionTerrain 공개적으로 프로퍼티

public IntPtr,System RegionTerrain
리턴 System.IntPtr

RemoveQueue 보호되어 있는 프로퍼티

protected ConcurrentQueue RemoveQueue
리턴 ConcurrentQueue

SimulationChangesQueue 공개적으로 프로퍼티

public ConcurrentQueue SimulationChangesQueue
리턴 ConcurrentQueue

TerrainHeightFieldHeights 보호되어 있는 프로퍼티

protected short[] TerrainHeightFieldHeights
리턴 short[]

WaterHeight 보호되어 있는 프로퍼티

protected double WaterHeight
리턴 double

WorldExtents 공개적으로 프로퍼티

public Vector2,System WorldExtents
리턴 System.Vector2

_activeprims 보호되어 있는 프로퍼티

protected HashSet _activeprims
리턴 HashSet

_activeprimsLock 보호되어 있는 프로퍼티

protected object _activeprimsLock
리턴 object

_characters 보호되어 있는 프로퍼티

protected HashSet _characters
리턴 HashSet

_collisionEventDictionary 보호되어 있는 프로퍼티

protected ConcurrentDictionary _collisionEventDictionary
리턴 PhysicsActor>.ConcurrentDictionary

_collisionEventListLock 보호되어 있는 프로퍼티

protected object _collisionEventListLock
리턴 object

_contactcountLock 보호되어 있는 프로퍼티

protected object _contactcountLock
리턴 object

_perloopContact 보호되어 있는 프로퍼티

protected List _perloopContact
리턴 List

_prims 보호되어 있는 프로퍼티

protected HashSet _prims
리턴 HashSet

actor_name_map 공개적으로 프로퍼티

public Dictionary actor_name_map
리턴 PhysicsActor>.Dictionary

avCapRadius 공개적으로 프로퍼티

public float avCapRadius
리턴 float

avDensity 공개적으로 프로퍼티

public float avDensity
리턴 float

avHeightFudgeFactor 공개적으로 프로퍼티

public float avHeightFudgeFactor
리턴 float

avMovementDivisorRun 공개적으로 프로퍼티

public float avMovementDivisorRun
리턴 float

avMovementDivisorWalk 공개적으로 프로퍼티

public float avMovementDivisorWalk
리턴 float

bodyFramesAutoDisable 공개적으로 프로퍼티

public int bodyFramesAutoDisable
리턴 int

contactgroup 보호되어 있는 프로퍼티

protected IntPtr,System contactgroup
리턴 System.IntPtr

contactsPerCollision 보호되어 있는 프로퍼티

protected int contactsPerCollision
리턴 int

contactsurfacelayer 보호되어 있는 프로퍼티

protected float contactsurfacelayer
리턴 float

forceSimplePrimMeshing 공개적으로 프로퍼티

public bool forceSimplePrimMeshing
리턴 bool

geomContactPointsStartthrottle 공개적으로 프로퍼티

public int geomContactPointsStartthrottle
리턴 int

geomCrossingFailuresBeforeOutofbounds 공개적으로 프로퍼티

public int geomCrossingFailuresBeforeOutofbounds
리턴 int

gravityVector 공개적으로 프로퍼티

public Vector3,System gravityVector
리턴 System.Vector3

gravityVectorNormalized 공개적으로 프로퍼티

public Vector3,System gravityVectorNormalized
리턴 System.Vector3

gravityx 공개적으로 프로퍼티

public float gravityx
리턴 float

gravityy 공개적으로 프로퍼티

public float gravityy
리턴 float

gravityz 공개적으로 프로퍼티

public float gravityz
리턴 float

m_AvFlySpeed 공개적으로 프로퍼티

public float m_AvFlySpeed
리턴 float

m_allowJump 공개적으로 프로퍼티

public bool m_allowJump
리턴 bool

m_channel 보호되어 있는 프로퍼티

protected ITerrainChannel m_channel
리턴 ITerrainChannel

m_config 보호되어 있는 프로퍼티

protected IConfigSource m_config
리턴 IConfigSource

m_currentmaxContactsbeforedeath 보호되어 있는 프로퍼티

protected int m_currentmaxContactsbeforedeath
리턴 int

m_filterCollisions 보호되어 있는 프로퍼티

protected bool m_filterCollisions
리턴 bool

m_flightCeilingHeight 공개적으로 프로퍼티

public float m_flightCeilingHeight
리턴 float

m_global_contactcount 보호되어 있는 프로퍼티

protected int m_global_contactcount
리턴 int

m_physicsiterations 보호되어 있는 프로퍼티

protected int m_physicsiterations
리턴 int

m_preJumpForceMultiplierX 공개적으로 프로퍼티

public float m_preJumpForceMultiplierX
리턴 float

m_preJumpForceMultiplierY 공개적으로 프로퍼티

public float m_preJumpForceMultiplierY
리턴 float

m_preJumpForceMultiplierZ 공개적으로 프로퍼티

public float m_preJumpForceMultiplierZ
리턴 float

m_preJumpTime 공개적으로 프로퍼티

public int m_preJumpTime
리턴 int

m_rayCastManager 보호되어 있는 프로퍼티

protected ODERayCastRequestManager,Universe.Physics.OpenDynamicsEngine m_rayCastManager
리턴 ODERayCastRequestManager

m_region 보호되어 있는 프로퍼티

protected RegionInfo,Universe.Framework.SceneInfo m_region
리턴 Universe.Framework.SceneInfo.RegionInfo

m_scene 보호되어 있는 프로퍼티

protected IScene m_scene
리턴 IScene

m_timeDilation 보호되어 있는 프로퍼티

protected float m_timeDilation
리턴 float

m_useFlightCeilingHeight 공개적으로 프로퍼티

public bool m_useFlightCeilingHeight
리턴 bool

m_usepreJump 공개적으로 프로퍼티

public bool m_usepreJump
리턴 bool

m_windModule 보호되어 있는 프로퍼티

protected IWindModule m_windModule
리턴 IWindModule

maximumMassObject 공개적으로 프로퍼티

public float maximumMassObject
리턴 float

meshSculptLOD 공개적으로 프로퍼티

public float meshSculptLOD
리턴 float

meshSculptedPrim 공개적으로 프로퍼티

public bool meshSculptedPrim
리턴 bool

mesher 공개적으로 프로퍼티

public IMesher mesher
리턴 IMesher

minimumGroundFlightOffset 보호되어 있는 프로퍼티

protected float minimumGroundFlightOffset
리턴 float

nearCallback 보호되어 있는 프로퍼티

protected d.NearCallback nearCallback
리턴 d.NearCallback

newGlobalcontact 보호되어 있는 프로퍼티

protected d.Contact,Universe.Physics.OpenDynamicsEngine newGlobalcontact
리턴 d.Contact

nspacesPerSideX 보호되어 있는 프로퍼티

protected int nspacesPerSideX
리턴 int

nspacesPerSideY 보호되어 있는 프로퍼티

protected int nspacesPerSideY
리턴 int

space 공개적으로 프로퍼티

public IntPtr,System space
리턴 System.IntPtr

staticPrimspace 공개적으로 프로퍼티

public IntPtr[,] staticPrimspace
리턴 ].IntPtr[

step_time 보호되어 있는 프로퍼티

protected float step_time
리턴 float

world 공개적으로 프로퍼티

public IntPtr,System world
리턴 System.IntPtr