Method | Description | |
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CompoundCollidable ( |
Constructs a new CompoundCollidable.
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CompoundCollidable ( IList |
Constructs a compound collidable using additional information about the shapes in the compound.
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CompoundCollidable ( IList |
Constructs a compound collidable using additional information about the shapes in the compound.
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ConvexCast ( CollisionShapes castShape, |
Casts a convex shape against the collidable.
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ConvexCast ( CollisionShapes castShape, |
Casts a convex shape against the collidable.
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ConvexCast ( CollisionShapes castShape, |
Casts a convex shape against the collidable.
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ConvexCast ( CollisionShapes castShape, |
Casts a convex shape against the collidable.
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ConvexCast ( CollisionShapes castShape, |
Casts a convex shape against the collidable.
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ConvexCast ( CollisionShapes castShape, |
Casts a convex shape against the collidable.
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RayCast ( Ray ray, float maximumLength, bool>.Func |
Tests a ray against the compound.
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RayCast ( Ray ray, float maximumLength, bool>.Func |
Tests a ray against the collidable.
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RayCast ( Ray ray, float maximumLength, bool>.Func |
Tests a ray against the collidable.
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RayCast ( Ray ray, float maximumLength, RayCastResult &rayHit ) : bool |
Tests a ray against the compound.
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RayCast ( Ray ray, float maximumLength, |
Tests a ray against the collidable.
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RayCast ( Ray ray, float maximumLength, |
Tests a ray against the collidable.
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UpdateWorldTransform ( Vector3 &position, Microsoft.Xna.Framework.Quaternion &orientation ) : void |
Updates the world transform of the collidable.
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Method | Description | |
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OnEntityChanged ( ) : void | ||
UpdateBoundingBoxInternal ( float dt ) : void |
Method | Description | |
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CompoundCollidable ( ) : System.Collections.Generic | ||
GetChild ( |
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GetChild ( |
public CompoundCollidable ( |
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compoundShape | Compound shape to use for the collidable. | |
return | System.Collections.Generic |
public CompoundCollidable ( IList |
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children | IList |
Data representing the children of the compound collidable. |
return | System.Collections.Generic |
public CompoundCollidable ( IList |
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children | IList |
Data representing the children of the compound collidable. |
center | Vector3 | Location computed to be the center of the compound object. |
return | System.Collections.Generic |
public ConvexCast ( CollisionShapes castShape, |
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castShape | CollisionShapes | Shape to cast. |
startingTransform | Initial transform of the shape. | |
sweep | Vector3 | Sweep to apply to the shape. |
filter | bool>.Func | Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts. |
result | RayCastResult | Data and hit object from the first impact, if any. |
return | bool |
public ConvexCast ( CollisionShapes castShape, |
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castShape | CollisionShapes | Shape to cast. |
startingTransform | Initial transform of the shape. | |
sweep | Vector3 | Sweep to apply to the shape. |
filter | bool>.Func | Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts. |
rayHit | Hit data, if any. | |
return | bool |
public ConvexCast ( CollisionShapes castShape, |
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castShape | CollisionShapes | Shape to cast. |
startingTransform | Initial transform of the shape. | |
sweep | Vector3 | Sweep to apply to the shape. |
filter | bool>.Func | Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts. |
hit | Hit data, if any. | |
hitChild | Child hit by the cast. | |
return | bool |
public ConvexCast ( CollisionShapes castShape, |
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castShape | CollisionShapes | Shape to cast. |
startingTransform | Initial transform of the shape. | |
sweep | Vector3 | Sweep to apply to the shape. |
result | RayCastResult | Data and hit object from the first impact, if any. |
return | bool |
public ConvexCast ( CollisionShapes castShape, |
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castShape | CollisionShapes | Shape to cast. |
startingTransform | Initial transform of the shape. | |
sweep | Vector3 | Sweep to apply to the shape. |
rayHit | Hit data, if any. | |
return | bool |
public ConvexCast ( CollisionShapes castShape, |
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castShape | CollisionShapes | Shape to cast. |
startingTransform | Initial transform of the shape. | |
sweep | Vector3 | Sweep to apply to the shape. |
hit | Hit data, if any. | |
hitChild | Child hit by the cast. | |
return | bool |
public RayCast ( Ray ray, float maximumLength, bool>.Func |
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ray | Ray | Ray to test. |
maximumLength | float | Maximum length, in units of the ray's direction's length, to test. |
filter | bool>.Func | Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts. |
rayHit | RayCastResult | Hit data and the hit child collidable, if any. |
return | bool |
public RayCast ( Ray ray, float maximumLength, bool>.Func |
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ray | Ray | Ray to test. |
maximumLength | float | Maximum length, in units of the ray's direction's length, to test. |
filter | bool>.Func | Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts. |
rayHit | Hit location of the ray on the collidable, if any. | |
return | bool |
public RayCast ( Ray ray, float maximumLength, bool>.Func |
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ray | Ray | Ray to test. |
maximumLength | float | Maximum length, in units of the ray's direction's length, to test. |
filter | bool>.Func | Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts. |
rayHit | Hit location of the ray on the collidable, if any. | |
hitChild | Child hit by the ray. | |
return | bool |
public RayCast ( Ray ray, float maximumLength, RayCastResult &rayHit ) : bool | ||
ray | Ray | Ray to test. |
maximumLength | float | Maximum length, in units of the ray's direction's length, to test. |
rayHit | RayCastResult | Hit data and the hit child collidable, if any. |
return | bool |
public RayCast ( Ray ray, float maximumLength, |
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ray | Ray | Ray to test. |
maximumLength | float | Maximum length, in units of the ray's direction's length, to test. |
rayHit | Hit location of the ray on the collidable, if any. | |
return | bool |
public RayCast ( Ray ray, float maximumLength, |
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ray | Ray | Ray to test. |
maximumLength | float | Maximum length, in units of the ray's direction's length, to test. |
rayHit | Hit data, if any. | |
hitChild | Child collidable hit by the ray, if any. | |
return | bool |
protected UpdateBoundingBoxInternal ( float dt ) : void | ||
dt | float | |
return | void |
public UpdateWorldTransform ( Vector3 &position, Microsoft.Xna.Framework.Quaternion &orientation ) : void | ||
position | Vector3 | Position to use for the calculation. |
orientation | Microsoft.Xna.Framework.Quaternion | Orientation to use for the calculation. |
return | void |