C# 클래스 Universe.Physics.OpenDynamicsEngine.ODESpecificAvatar

상속: Universe.Physics.OpenDynamicsEngine.UniverseODECharacter
파일 보기 프로젝트 열기: Virtual-Universe/Virtual-Universe 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
ShellMass d.Mass

공개 메소드들

메소드 설명
AvatarGeomAndBodyCreation ( float npositionX, float npositionY, float npositionZ ) : void

This creates the Avatar's physical Surrogate at the position supplied WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only place that is safe to call this routine AvatarGeomAndBodyCreation.

DestroyBodyThreadLocked ( ) : void
GetAngularVelocity ( ) : System.Vector3
GetLinearVelocity ( ) : System.Vector3
GetPosition ( ) : System.Vector3
Move ( float timeStep ) : void

Called from Simulate This is the avatar's movement control + PID Controller

ODESpecificAvatar ( String avName, ODEPhysicsScene parent_scene, System.Vector3 pos, Quaternion rotation, System.Vector3 size ) : System
SetPositionLocked ( System.Vector3 taintPos ) : void
SetRotationLocked ( Quaternion taintRot ) : void

메소드 상세

AvatarGeomAndBodyCreation() 공개 메소드

This creates the Avatar's physical Surrogate at the position supplied WARNING: This MUST NOT be called outside of ProcessTaints, else we can have unsynchronized access to ODE internals. ProcessTaints is called from within thread-locked Simulate(), so it is the only place that is safe to call this routine AvatarGeomAndBodyCreation.
public AvatarGeomAndBodyCreation ( float npositionX, float npositionY, float npositionZ ) : void
npositionX float
npositionY float
npositionZ float
리턴 void

DestroyBodyThreadLocked() 공개 메소드

public DestroyBodyThreadLocked ( ) : void
리턴 void

GetAngularVelocity() 공개 메소드

public GetAngularVelocity ( ) : System.Vector3
리턴 System.Vector3

GetLinearVelocity() 공개 메소드

public GetLinearVelocity ( ) : System.Vector3
리턴 System.Vector3

GetPosition() 공개 메소드

public GetPosition ( ) : System.Vector3
리턴 System.Vector3

Move() 공개 메소드

Called from Simulate This is the avatar's movement control + PID Controller
public Move ( float timeStep ) : void
timeStep float
리턴 void

ODESpecificAvatar() 공개 메소드

public ODESpecificAvatar ( String avName, ODEPhysicsScene parent_scene, System.Vector3 pos, Quaternion rotation, System.Vector3 size ) : System
avName String
parent_scene ODEPhysicsScene
pos System.Vector3
rotation Quaternion
size System.Vector3
리턴 System

SetPositionLocked() 공개 메소드

public SetPositionLocked ( System.Vector3 taintPos ) : void
taintPos System.Vector3
리턴 void

SetRotationLocked() 공개 메소드

public SetRotationLocked ( Quaternion taintRot ) : void
taintRot Quaternion
리턴 void

프로퍼티 상세

ShellMass 공개적으로 프로퍼티

public d.Mass,Universe.Physics.OpenDynamicsEngine ShellMass
리턴 d.Mass