C# Class Universe.Framework.Physics.NullPhysicsScene

Inheritance: PhysicsScene
显示文件 Open project: Virtual-Universe/Virtual-Universe

Public Methods

Method Description
AddAvatar ( string avName, Vector3 position, Quaternion rotation, Vector3 size, bool isFlying, uint localID, UUID uuid ) : PhysicsActor
AddPrimShape ( UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position, Vector3 size, Quaternion rotation, bool isPhysical, int material, float friction, float restitution, float gravityMultiplier, float density ) : PhysicsActor
Dispose ( ) : void
Extension ( string pFunc ) : object
GetTopColliders ( ) : float>.Dictionary
Initialize ( IMesher meshmerizer, IScene scene ) : void
PostInitialize ( IConfigSource config ) : void
RemoveAvatar ( PhysicsActor actor ) : void
RemovePrim ( PhysicsActor prim ) : void
SetTerrain ( ITerrainChannel channel, short heightMap ) : void
SetWaterLevel ( double height, short map ) : void
Simulate ( float timeStep ) : void

Method Details

AddAvatar() public method

public AddAvatar ( string avName, Vector3 position, Quaternion rotation, Vector3 size, bool isFlying, uint localID, UUID uuid ) : PhysicsActor
avName string
position Vector3
rotation Quaternion
size Vector3
isFlying bool
localID uint
uuid UUID
return PhysicsActor

AddPrimShape() public method

public AddPrimShape ( UUID primID, uint localID, string name, byte physicsType, PrimitiveBaseShape shape, Vector3 position, 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 Vector3
size Vector3
rotation Quaternion
isPhysical bool
material int
friction float
restitution float
gravityMultiplier float
density float
return PhysicsActor

Dispose() public method

public Dispose ( ) : void
return void

Extension() public method

public Extension ( string pFunc ) : object
pFunc string
return object

GetTopColliders() public method

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

Initialize() public method

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

PostInitialize() public method

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

RemoveAvatar() public method

public RemoveAvatar ( PhysicsActor actor ) : void
actor PhysicsActor
return void

RemovePrim() public method

public RemovePrim ( PhysicsActor prim ) : void
prim PhysicsActor
return void

SetTerrain() public method

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

SetWaterLevel() public method

public SetWaterLevel ( double height, short map ) : void
height double
map short
return void

Simulate() public method

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