C# 클래스 Universe.Physics.OpenDynamicsEngine.ODEPrim

Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.
상속: Universe.Framework.Physics.PhysicsActor
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
primOOBoffset System.Vector3
primOOBsize System.Vector3
prim_geom System.IntPtr

보호된 프로퍼티들

프로퍼티 타입 설명
_primIsRemovedLock object

공개 메소드들

메소드 설명
AddAngularForce ( System.Vector3 force, bool pushforce ) : void
AddCollisionEvent ( uint collidedWith, ContactPoint contact ) : void
AddForce ( System.Vector3 force, bool pushforce ) : void
CalcPrimBodyData ( ) : void
ChangeAdd ( ) : void
ChangeAddAngularForce ( System.Vector3 arg ) : void
ChangeAddForce ( object arg ) : void
ChangeFloatOnWater ( bool arg ) : void
ChangeOrientation ( Quaternion newrot ) : void
ChangePhysicsStatus ( bool newphys ) : void
ChangePosition ( System.Vector3 newpos ) : void
ChangePrimSizeShape ( ) : void
ChangeSetTorque ( System.Vector3 newtorque ) : void
ChangeShape ( PrimitiveBaseShape arg ) : void
ChangeSize ( System.Vector3 arg ) : void
ClearVelocity ( ) : void
CreateGeom ( IntPtr m_targetSpace ) : void
CrossingFailure ( ) : void
Delink ( ) : void
DestroyBody ( ) : void
DisableBodySoft ( ) : void
EnableBodySoft ( ) : void
ForceSetRotVelocity ( System.Vector3 velocity ) : void
ForceSetVelocity ( System.Vector3 velocity ) : void
FromDMass ( d pMass ) : Matrix4
FromMatrix4 ( Matrix4 pMat, d &obj ) : d.Mass
GetContactParam ( PhysicsActor actor, d &contact ) : void
Link ( PhysicsActor obj ) : void
LinkGroupToThis ( PhysicsActor objs ) : void
LockAngularMotion ( System.Vector3 axis ) : void
Move ( float timestep ) : void
ODEPrim ( string name, byte physicsType, PrimitiveBaseShape shape, System.Vector3 position, System.Vector3 size, Quaternion rotation, int material, float friction, float restitution, float gravityMultiplier, float density, ODEPhysicsScene parent_scene ) : System
ParentPrim ( ODEPrim prim ) : void
SendCollisions ( ) : bool
SetCameraPos ( Quaternion CameraRotation ) : void
SetGeom ( IntPtr geom ) : void
SetMaterial ( int pMaterial, float friction, float restitution, float gravityMultiplier, float density ) : void
SetPrimForDeletion ( ) : void
SetPrimForRemoval ( ) : void
SubscribeEvents ( int ms ) : void
SubscribedEvents ( ) : bool
UnSubscribeEvents ( ) : void
UpdatePositionAndVelocity ( float timestep ) : void
VehicleFlags ( int param, bool remove ) : void
VehicleFloatParam ( int param, float value ) : void
VehicleRotationParam ( int param, Quaternion rotation ) : void
VehicleVectorParam ( int param, System.Vector3 value ) : void
changedisable ( ) : void

비공개 메소드들

메소드 설명
CalculatePrimVolume ( ) : float
ChangeAcceleration ( Object arg ) : void
ChangeAngVelocity ( System.Vector3 arg ) : void
ChangeAngularLock ( System.Vector3 newlock ) : void
ChangeForce ( System.Vector3 force, bool pushforce ) : void
ChangeLink ( ODEPrim newparent ) : void
ChangeSelectedStatus ( bool newsel ) : void
ChangeSetCameraPos ( Quaternion CameraRotation ) : void
ChangeVehicleFlags ( int param, bool remove ) : void
ChangeVehicleFloatParam ( int param, float value ) : void
ChangeVehicleRotationParam ( int param, Quaternion rotation ) : void
ChangeVehicleType ( int value ) : void
ChangeVehicleVectorParam ( int param, System.Vector3 value ) : void
ChangeVolDetect ( bool arg ) : void
Changevelocity ( System.Vector3 arg ) : void
ChildDelink ( ODEPrim odePrim ) : void
ChildRemove ( ODEPrim odePrim ) : void
ChildSetGeom ( ODEPrim odePrim ) : void
ConvertTodQuat ( Quaternion q ) : d.Quaternion
CreateAMotor ( System.Vector3 axis ) : void
DMassCopy ( d &src, d &dst ) : void
DMassDup ( d &src, d &dst ) : void
DeletePrimLocked ( ) : void
DoNullChange ( ) : void
MakeBody ( ) : void
QuaternionIsFinite ( Quaternion q ) : bool
RemoveGeom ( ) : void
ResetCollisionAccounting ( ) : void
SetInStaticSpace ( ODEPrim prm ) : void
UpdateChildsfromgeom ( ) : void
UpdateDataFromGeom ( ) : void

메소드 상세

AddAngularForce() 공개 메소드

public AddAngularForce ( System.Vector3 force, bool pushforce ) : void
force System.Vector3
pushforce bool
리턴 void

AddCollisionEvent() 공개 메소드

public AddCollisionEvent ( uint collidedWith, ContactPoint contact ) : void
collidedWith uint
contact Universe.Framework.Physics.ContactPoint
리턴 void

AddForce() 공개 메소드

public AddForce ( System.Vector3 force, bool pushforce ) : void
force System.Vector3
pushforce bool
리턴 void

CalcPrimBodyData() 공개 메소드

public CalcPrimBodyData ( ) : void
리턴 void

ChangeAdd() 공개 메소드

public ChangeAdd ( ) : void
리턴 void

ChangeAddAngularForce() 공개 메소드

public ChangeAddAngularForce ( System.Vector3 arg ) : void
arg System.Vector3
리턴 void

ChangeAddForce() 공개 메소드

public ChangeAddForce ( object arg ) : void
arg object
리턴 void

ChangeFloatOnWater() 공개 메소드

public ChangeFloatOnWater ( bool arg ) : void
arg bool
리턴 void

ChangeOrientation() 공개 메소드

public ChangeOrientation ( Quaternion newrot ) : void
newrot Quaternion
리턴 void

ChangePhysicsStatus() 공개 메소드

public ChangePhysicsStatus ( bool newphys ) : void
newphys bool
리턴 void

ChangePosition() 공개 메소드

public ChangePosition ( System.Vector3 newpos ) : void
newpos System.Vector3
리턴 void

ChangePrimSizeShape() 공개 메소드

public ChangePrimSizeShape ( ) : void
리턴 void

ChangeSetTorque() 공개 메소드

public ChangeSetTorque ( System.Vector3 newtorque ) : void
newtorque System.Vector3
리턴 void

ChangeShape() 공개 메소드

public ChangeShape ( PrimitiveBaseShape arg ) : void
arg PrimitiveBaseShape
리턴 void

ChangeSize() 공개 메소드

public ChangeSize ( System.Vector3 arg ) : void
arg System.Vector3
리턴 void

ClearVelocity() 공개 메소드

public ClearVelocity ( ) : void
리턴 void

CreateGeom() 공개 메소드

public CreateGeom ( IntPtr m_targetSpace ) : void
m_targetSpace System.IntPtr
리턴 void

CrossingFailure() 공개 메소드

public CrossingFailure ( ) : void
리턴 void

Delink() 공개 메소드

public Delink ( ) : void
리턴 void

DestroyBody() 공개 메소드

public DestroyBody ( ) : void
리턴 void

DisableBodySoft() 공개 메소드

public DisableBodySoft ( ) : void
리턴 void

EnableBodySoft() 공개 메소드

public EnableBodySoft ( ) : void
리턴 void

ForceSetRotVelocity() 공개 메소드

public ForceSetRotVelocity ( System.Vector3 velocity ) : void
velocity System.Vector3
리턴 void

ForceSetVelocity() 공개 메소드

public ForceSetVelocity ( System.Vector3 velocity ) : void
velocity System.Vector3
리턴 void

FromDMass() 공개 메소드

public FromDMass ( d pMass ) : Matrix4
pMass d
리턴 Matrix4

FromMatrix4() 공개 메소드

public FromMatrix4 ( Matrix4 pMat, d &obj ) : d.Mass
pMat Matrix4
obj d
리턴 d.Mass

GetContactParam() 공개 메소드

public GetContactParam ( PhysicsActor actor, d &contact ) : void
actor Universe.Framework.Physics.PhysicsActor
contact d
리턴 void

Link() 공개 메소드

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

LinkGroupToThis() 공개 메소드

public LinkGroupToThis ( PhysicsActor objs ) : void
objs Universe.Framework.Physics.PhysicsActor
리턴 void

LockAngularMotion() 공개 메소드

public LockAngularMotion ( System.Vector3 axis ) : void
axis System.Vector3
리턴 void

Move() 공개 메소드

public Move ( float timestep ) : void
timestep float
리턴 void

ODEPrim() 공개 메소드

public ODEPrim ( string name, byte physicsType, PrimitiveBaseShape shape, System.Vector3 position, System.Vector3 size, Quaternion rotation, int material, float friction, float restitution, float gravityMultiplier, float density, ODEPhysicsScene parent_scene ) : System
name string
physicsType byte
shape PrimitiveBaseShape
position System.Vector3
size System.Vector3
rotation Quaternion
material int
friction float
restitution float
gravityMultiplier float
density float
parent_scene ODEPhysicsScene
리턴 System

ParentPrim() 공개 메소드

public ParentPrim ( ODEPrim prim ) : void
prim ODEPrim
리턴 void

SendCollisions() 공개 메소드

public SendCollisions ( ) : bool
리턴 bool

SetCameraPos() 공개 메소드

public SetCameraPos ( Quaternion CameraRotation ) : void
CameraRotation Quaternion
리턴 void

SetGeom() 공개 메소드

public SetGeom ( IntPtr geom ) : void
geom System.IntPtr
리턴 void

SetMaterial() 공개 메소드

public SetMaterial ( int pMaterial, float friction, float restitution, float gravityMultiplier, float density ) : void
pMaterial int
friction float
restitution float
gravityMultiplier float
density float
리턴 void

SetPrimForDeletion() 공개 메소드

public SetPrimForDeletion ( ) : void
리턴 void

SetPrimForRemoval() 공개 메소드

public SetPrimForRemoval ( ) : void
리턴 void

SubscribeEvents() 공개 메소드

public SubscribeEvents ( int ms ) : void
ms int
리턴 void

SubscribedEvents() 공개 메소드

public SubscribedEvents ( ) : bool
리턴 bool

UnSubscribeEvents() 공개 메소드

public UnSubscribeEvents ( ) : void
리턴 void

UpdatePositionAndVelocity() 공개 메소드

public UpdatePositionAndVelocity ( float timestep ) : void
timestep float
리턴 void

VehicleFlags() 공개 메소드

public VehicleFlags ( int param, bool remove ) : void
param int
remove bool
리턴 void

VehicleFloatParam() 공개 메소드

public VehicleFloatParam ( int param, float value ) : void
param int
value float
리턴 void

VehicleRotationParam() 공개 메소드

public VehicleRotationParam ( int param, Quaternion rotation ) : void
param int
rotation Quaternion
리턴 void

VehicleVectorParam() 공개 메소드

public VehicleVectorParam ( int param, System.Vector3 value ) : void
param int
value System.Vector3
리턴 void

changedisable() 공개 메소드

public changedisable ( ) : void
리턴 void

프로퍼티 상세

_primIsRemovedLock 보호되어 있는 프로퍼티

protected object _primIsRemovedLock
리턴 object

primOOBoffset 공개적으로 프로퍼티

public Vector3,System primOOBoffset
리턴 System.Vector3

primOOBsize 공개적으로 프로퍼티

public Vector3,System primOOBsize
리턴 System.Vector3

prim_geom 공개적으로 프로퍼티

public IntPtr,System prim_geom
리턴 System.IntPtr