Метод | Описание | |
---|---|---|
AddAvatar ( string avName, System.Vector3 position, Quaternion rotation, System.Vector3 size, bool isFlying, uint localID, UUID UUID ) : |
||
AddCollisionEventReporting ( |
||
AddGravityPoint ( bool isApplyingForces, System.Vector3 position, float forceX, float forceY, float forceZ, float gravForce, float radius, int identifier ) : void | ||
AddODECollision ( |
||
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 ) : |
||
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 ) : |
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, |
||
GetGravityForce ( ) : float[] | ||
GetTerrainHeightAtXY ( float x, float y ) : float | ||
GetTopColliders ( ) : float>.Dictionary |
||
GetWaterLevel ( float x, float y ) : double | ||
Initialize ( IMesher meshmerizer, IScene scene ) : void | ||
IsNearBody ( |
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 ( |
Called when a static prim moves. Allocates a space for the prim based on its position
|
|
RemCollisionEventReporting ( |
||
RemoveAvatar ( |
||
RemovePrim ( |
||
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 |
Метод | Описание | |
---|---|---|
AddActivePrim ( |
||
AddCharacter ( |
Adds a character to the list of avatars in the scene Internally locked, as it is called only in the Simulation Changes loop
|
|
BadCharacter ( |
||
BadPrim ( |
||
CheckDupe ( |
||
Collision_accounting_events ( |
||
CreateContacJoint ( |
||
GetCurContactGeom ( int index, |
||
NeedsMeshing ( |
Routine to figure out if we need to mesh this prim with our mesher
|
|
RemoveActivePrim ( |
||
RemoveCharacter ( |
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 ( |
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.
|
public AddAvatar ( string avName, System.Vector3 position, Quaternion rotation, System.Vector3 size, bool isFlying, uint localID, UUID UUID ) : |
||
avName | string | |
position | System.Vector3 | |
rotation | Quaternion | |
size | System.Vector3 | |
isFlying | bool | |
localID | uint | |
UUID | UUID | |
Результат |
public AddCollisionEventReporting ( |
||
obj | ||
Результат | void |
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 | |
Результат | void |
public AddODECollision ( |
||
curContact | ||
p1 | ||
p2 | ||
b1 | ||
b2 | ||
maxDepthContact | ||
NotSkipedCount | int | |
Результат | void |
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 ) : |
||
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 | |
Результат |
public AddSimulationChange ( NoParam del ) : void | ||
del | NoParam | |
Результат | void |
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 | |
Результат | void |
public CalculateSpaceArrayItemFromPos ( System.Vector3 pos ) : int[] | ||
pos | System.Vector3 | |
Результат | int[] |
public CalculateSpaceForGeom ( System.Vector3 pos ) : |
||
pos | System.Vector3 | |
Результат |
public Collision_optimized ( float timeStep ) : void | ||
timeStep | float | |
Результат | void |
public GetContactParam ( float mu, float AvatarContactBounce, |
||
mu | float | |
AvatarContactBounce | float | |
newGlobalcontact | ||
Результат | void |
public GetTerrainHeightAtXY ( float x, float y ) : float | ||
x | float | |
y | float | |
Результат | float |
public GetTopColliders ( ) : float>.Dictionary |
||
Результат | float>.Dictionary |
public GetWaterLevel ( float x, float y ) : double | ||
x | float | |
y | float | |
Результат | double |
public Initialize ( IMesher meshmerizer, IScene scene ) : void | ||
meshmerizer | IMesher | |
scene | IScene | |
Результат | void |
public IsNearBody ( |
||
gspace | The space that contains the geoms. Remember, spaces are also geoms | |
g1 | a geometry or space | |
g2 | another geometry or space | |
Результат | void |
public PostInitialize ( IConfigSource config ) : void | ||
config | IConfigSource | |
Результат | void |
public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, int Count ) : List |
||
position | System.Vector3 | |
direction | System.Vector3 | |
length | float | |
Count | int | |
Результат | List |
public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, RaycastCallback retMethod ) : void | ||
position | System.Vector3 | |
direction | System.Vector3 | |
length | float | |
retMethod | RaycastCallback | |
Результат | void |
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 | |
Результат | void |
public RecalculateSpaceForGeom ( |
||
geom | The pointer to the geom that moved | |
pos | System.Vector3 | The position that the geom moved to |
currentspace | A pointer to the space it was in before it was moved. | |
Результат |
public RemCollisionEventReporting ( |
||
obj | ||
Результат | void |
public RemoveAvatar ( |
||
actor | ||
Результат | void |
public RemovePrim ( |
||
prim | ||
Результат | void |
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 | |
Результат | void |
public SetTerrain ( ITerrainChannel channel, short heightMap ) : void | ||
channel | ITerrainChannel | |
heightMap | short | |
Результат | void |
public SetWaterLevel ( double height, short map ) : void | ||
height | double | |
map | short | |
Результат | void |
public Simulate ( float timeElapsed ) : void | ||
timeElapsed | float | |
Результат | void |
public WhichSpaceAmIIn ( System.Vector3 pos ) : string | ||
pos | System.Vector3 | |
Результат | string |
protected IntPtr,System ContactgeomsArray | ||
Результат |
protected float FrictionMovementMultiplier | ||
Результат | float |
protected IntPtr,System GlobalContactsArray | ||
Результат |
protected float[] ODETerrainHeightFieldHeights | ||
Результат | float[] |
protected PhysicsActor,Universe.Framework.Physics PANull | ||
Результат |
public ConcurrentQueue |
||
Результат | ConcurrentQueue |
protected short[] TerrainHeightFieldHeights | ||
Результат | short[] |
protected ConcurrentDictionary |
||
Результат | PhysicsActor>.ConcurrentDictionary |
protected object _collisionEventListLock | ||
Результат | object |
public Dictionary |
||
Результат | PhysicsActor>.Dictionary |
public int geomContactPointsStartthrottle | ||
Результат | int |
public int geomCrossingFailuresBeforeOutofbounds | ||
Результат | int |
public Vector3,System gravityVectorNormalized | ||
Результат | System.Vector3 |
protected int m_currentmaxContactsbeforedeath | ||
Результат | int |
protected ODERayCastRequestManager,Universe.Physics.OpenDynamicsEngine m_rayCastManager | ||
Результат |
protected RegionInfo,Universe.Framework.SceneInfo m_region | ||
Результат |
protected float minimumGroundFlightOffset | ||
Результат | float |
protected d.Contact,Universe.Physics.OpenDynamicsEngine newGlobalcontact | ||
Результат |