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Classes | Enumerations
Package OpenSim.Region.PhysicsModule.ubOde

Classes

class  OdeCharacter
 
class  ODEDynamics
 
class  ODEPhysRepData
 
class  ODEMeshWorker
 
class  ODEAssetRequest
 
class  ubOdeModule
 
class  OdePrim
 
class  ODERayCastRequestManager
 Processes raycast requests as ODE is in a state to be able to do them. This ensures that it's thread safe and there will be no conflicts. Requests get returned by a different thread then they were requested by. More...
 
struct  ODERayRequest
 
struct  ODEchangeitem
 
class  ODEScene
 
class  ODESitAvatar
 

Enumerations

enum  dParam : int {
  dParam.LowStop = 0, dParam.HiStop = 1, dParam.Vel = 2, dParam.FMax = 3,
  dParam.FudgeFactor = 4, dParam.Bounce = 5, dParam.CFM = 6, dParam.StopERP = 7,
  dParam.StopCFM = 8, dParam.LoStop2 = 256, dParam.HiStop2 = 257, dParam.Vel2 = 258,
  dParam.FMax2 = 259, dParam.StopERP2 = 7 + 256, dParam.StopCFM2 = 8 + 256, dParam.LoStop3 = 512,
  dParam.HiStop3 = 513, dParam.Vel3 = 514, dParam.FMax3 = 515, dParam.StopERP3 = 7 + 512,
  dParam.StopCFM3 = 8 + 512
}
 Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves. More...
 
enum  MeshState : byte {
  MeshState.noNeed = 0, MeshState.loadingAsset = 1, MeshState.AssetOK = 0x0f, MeshState.NeedMask = 0x30,
  MeshState.needMesh = 0x10, MeshState.needAsset = 0x20, MeshState.FailMask = 0xC0, MeshState.AssetFailed = 0x40,
  MeshState.MeshFailed = 0x80, MeshState.MeshNoColide = FailMask | needAsset
}
 
enum  meshWorkerCmnds : byte {
  meshWorkerCmnds.nop = 0, meshWorkerCmnds.addnew, meshWorkerCmnds.changefull, meshWorkerCmnds.changesize,
  meshWorkerCmnds.changeshapetype, meshWorkerCmnds.getmesh
}
 
enum  CollisionCategories : uint {
  CollisionCategories.Disabled = 0, CollisionCategories.Space = 0x01, CollisionCategories.Geom = 0x02, CollisionCategories.Character = 0x04,
  CollisionCategories.Land = 0x08, CollisionCategories.Water = 0x010, CollisionCategories.Phantom = 0x01000, CollisionCategories.VolumeDtc = 0x02000,
  CollisionCategories.Selected = 0x04000, CollisionCategories.NoShape = 0x08000, CollisionCategories.All = 0xffffffff
}
 
enum  Material : int {
  Material.Stone = 0, Material.Metal = 1, Material.Glass = 2, Material.Wood = 3,
  Material.Flesh = 4, Material.Plastic = 5, Material.Rubber = 6, Material.light = 7
}
 Material type for a primitive More...
 
enum  changes : int {
  changes.Add = 0, changes.Remove, changes.Link, changes.DeLink,
  changes.Position, changes.Orientation, changes.PosOffset, changes.OriOffset,
  changes.Velocity, changes.AngVelocity, changes.Acceleration, changes.Force,
  changes.Torque, changes.Momentum, changes.AddForce, changes.AddAngForce,
  changes.AngLock, changes.Buoyancy, changes.PIDTarget, changes.PIDTau,
  changes.PIDActive, changes.PIDHoverHeight, changes.PIDHoverType, changes.PIDHoverTau,
  changes.PIDHoverActive, changes.Size, changes.AvatarSize, changes.Shape,
  changes.PhysRepData, changes.AddPhysRep, changes.CollidesWater, changes.VolumeDtc,
  changes.Physical, changes.Phantom, changes.Selected, changes.disabled,
  changes.building, changes.VehicleType, changes.VehicleFloatParam, changes.VehicleVectorParam,
  changes.VehicleRotationParam, changes.VehicleFlags, changes.SetVehicle, changes.Null
}
 

Enumeration Type Documentation

Enumerator
Add 
Remove 
Link 
DeLink 
Position 
Orientation 
PosOffset 
OriOffset 
Velocity 
AngVelocity 
Acceleration 
Force 
Torque 
Momentum 
AddForce 
AddAngForce 
AngLock 
Buoyancy 
PIDTarget 
PIDTau 
PIDActive 
PIDHoverHeight 
PIDHoverType 
PIDHoverTau 
PIDHoverActive 
Size 
AvatarSize 
Shape 
PhysRepData 
AddPhysRep 
CollidesWater 
VolumeDtc 
Physical 
Phantom 
Selected 
disabled 
building 
VehicleType 
VehicleFloatParam 
VehicleVectorParam 
VehicleRotationParam 
VehicleFlags 
SetVehicle 
Null 

Definition at line 100 of file ODEScene.cs.

Enumerator
Disabled 
Space 
Geom 
Character 
Land 
Water 
Phantom 
VolumeDtc 
Selected 
NoShape 
All 

Definition at line 57 of file ODEScene.cs.

Various properties that ODE uses for AMotors but isn't exposed in ODE.NET so we must define them ourselves.

Enumerator
LowStop 
HiStop 
Vel 
FMax 
FudgeFactor 
Bounce 
CFM 
StopERP 
StopCFM 
LoStop2 
HiStop2 
Vel2 
FMax2 
StopERP2 
StopCFM2 
LoStop3 
HiStop3 
Vel3 
FMax3 
StopERP3 
StopCFM3 

Definition at line 46 of file ODECharacter.cs.

Material type for a primitive

Enumerator
Stone 
Metal 
Glass 
Wood 
Flesh 
Plastic 
Rubber 
light 

Definition at line 80 of file ODEScene.cs.

Enumerator
noNeed 
loadingAsset 
AssetOK 
NeedMask 
needMesh 
needAsset 
FailMask 
AssetFailed 
MeshFailed 
MeshNoColide 

Definition at line 21 of file ODEMeshWorker.cs.

Enumerator
nop 
addnew 
changefull 
changesize 
changeshapetype 
getmesh 

Definition at line 40 of file ODEMeshWorker.cs.