Property | Type | Description | |
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BackVector | System.Vector3 | ||
BigEpsilon | float | ||
DownVector | System.Vector3 | ||
Epsilon | float | ||
ForwardVector | System.Vector3 | ||
IdentityOrientation | Quaternion | ||
LeftVector | System.Vector3 | ||
NoVector | System.Vector3 | ||
RightVector | System.Vector3 | ||
RigidIdentity | |||
UpVector | System.Vector3 | ||
ZeroMatrix | Matrix | ||
ZeroVector | System.Vector3 |
Method | Description | |
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ArePointsOnOppositeSidesOfPlane ( System.Vector3 &o, System.Vector3 &p, System.Vector3 &a, System.Vector3 &b, System.Vector3 &c ) : bool |
Determines if vectors o and p are on opposite sides of the plane defined by a, b, and c.
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DifferentiateQuaternion ( Quaternion &orientation, |
Finds the change in the rotation state quaternion provided the local inertia tensor and angular velocity.
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ExpandBoundingBox ( BEPUutilities.BoundingBox &boundingBox, System.Vector3 &sweep ) : void |
Expands a bounding box by the given sweep.
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FindRayTriangleIntersection ( BEPUutilities.Ray &ray, float maximumLength, TriangleSidedness sidedness, System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, |
Determines the intersection between a ray and a triangle.
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FindRayTriangleIntersection ( BEPUutilities.Ray &ray, float maximumLength, System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, bool &hitClockwise, |
Determines the intersection between a ray and a triangle.
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GetAngleFromQuaternion ( Quaternion &q ) : float |
Computes the angle change represented by a normalized quaternion.
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GetAxisAngleFromQuaternion ( Quaternion &q, System.Vector3 &axis, float &angle ) : void |
Computes the axis angle representation of a normalized quaternion.
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GetBarycentricCoordinates ( System.Vector3 &p, System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, float &aWeight, float &bWeight, float &cWeight ) : void |
Gets the barycentric coordinates of the point with respect to a triangle's vertices.
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GetClosestPointOnSegmentToPoint ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &p, System.Vector3 &closestPoint ) : void |
Determines the closest point on the provided segment ab to point p.
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GetClosestPointOnTetrahedronToPoint ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, System.Vector3 &d, System.Vector3 &p, System.Vector3 &closestPoint ) : void |
Determines the closest point on a tetrahedron to a provided point p.
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GetClosestPointOnTriangleToPoint ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, System.Vector3 &p, System.Vector3 &closestPoint ) : VoronoiRegion |
Determines the closest point on a triangle given by points a, b, and c to point p.
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GetClosestPointsBetweenLines ( System.Vector3 &p1, System.Vector3 &q1, System.Vector3 &p2, System.Vector3 &q2, float &s, float &t, System.Vector3 &c1, System.Vector3 &c2 ) : void |
Computes closest points c1 and c2 betwen lines p1q1 and p2q2.
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GetClosestPointsBetweenSegments ( System.Vector3 p1, System.Vector3 q1, System.Vector3 p2, System.Vector3 q2, System.Vector3 &c1, System.Vector3 &c2 ) : void |
Computes closest points c1 and c2 betwen segments p1q1 and p2q2.
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GetClosestPointsBetweenSegments ( System.Vector3 &p1, System.Vector3 &q1, System.Vector3 &p2, System.Vector3 &q2, float &s, float &t, System.Vector3 &c1, System.Vector3 &c2 ) : void |
Computes closest points c1 and c2 betwen segments p1q1 and p2q2.
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GetDistancePointToPlane ( System.Vector3 &point, System.Vector3 &normal, System.Vector3 &pointOnPlane ) : float |
Determines the distance between a point and a plane..
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GetLinePlaneIntersection ( System.Vector3 &a, System.Vector3 &b, BEPUutilities.Plane &p, float &t, System.Vector3 &q ) : bool |
Finds the intersection between the given line and the given plane.
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GetPointProjectedOnPlane ( System.Vector3 &point, System.Vector3 &normal, System.Vector3 &pointOnPlane, System.Vector3 &projectedPoint ) : void |
Determines the location of the point when projected onto the plane defined by the normal and a point on the plane.
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GetQuaternionBetweenNormalizedVectors ( System.Vector3 &v1, System.Vector3 &v2, Quaternion &q ) : void |
Computes the quaternion rotation between two normalized vectors.
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GetRayPlaneIntersection ( BEPUutilities.Ray &ray, BEPUutilities.Plane &p, float &t, System.Vector3 &q ) : bool |
Finds the intersection between the given ray and the given plane.
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GetSegmentPlaneIntersection ( System.Vector3 a, System.Vector3 b, BEPUutilities.Plane p, System.Vector3 &q ) : bool |
Finds the intersection between the given segment and the given plane.
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GetSegmentPlaneIntersection ( System.Vector3 a, System.Vector3 b, BEPUutilities.Plane p, float &t, System.Vector3 &q ) : bool |
Finds the intersection between the given segment and the given plane.
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GetSegmentPlaneIntersection ( System.Vector3 a, System.Vector3 b, System.Vector3 d, System.Vector3 e, System.Vector3 f, System.Vector3 &q ) : bool |
Finds the intersection between the given segment and the given plane defined by three points.
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GetSquaredDistanceFromPointToLine ( System.Vector3 &p, System.Vector3 &a, System.Vector3 &b ) : float |
Determines the shortest squared distance from the point to the line.
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GetTriangleBoundingBox ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, BEPUutilities.BoundingBox &aabb ) : void |
Computes the bounding box of three points.
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GetVelocityOfPoint ( System.Vector3 point, System.Vector3 center, System.Vector3 linearVelocity, System.Vector3 angularVelocity ) : System.Vector3 |
Computes the velocity of a point as if it were attached to an object with the given center and velocity.
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GetVelocityOfPoint ( System.Vector3 &point, System.Vector3 ¢er, System.Vector3 &linearVelocity, System.Vector3 &angularVelocity, System.Vector3 &velocity ) : void |
Computes the velocity of a point as if it were attached to an object with the given center and velocity.
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IsPointInsideTriangle ( System.Vector3 &vA, System.Vector3 &vB, System.Vector3 &vC, System.Vector3 &p ) : bool |
Determines if supplied point is within the triangle as defined by the provided vertices.
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IsPointInsideTriangle ( System.Vector3 &vA, System.Vector3 &vB, System.Vector3 &vC, System.Vector3 &p, float margin ) : bool |
Determines if supplied point is within the triangle as defined by the provided vertices.
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IsPointWithinFaceExtrusion ( System.Vector3 point, List |
Determines if a point is within a set of planes defined by the edges of a triangle.
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RayCastSphere ( BEPUutilities.Ray &ray, System.Vector3 &spherePosition, float radius, float maximumLength, |
Tests a ray against a sphere.
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UpdateOrientationRK4 ( Quaternion &q, |
Updates the quaternion using RK4 integration.
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Method | Description | |
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GetClosestPointOnSegmentToPoint ( List |
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GetClosestPointOnSegmentToPoint ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &p, List |
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GetClosestPointOnTetrahedronToPoint ( RawList |
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GetClosestPointOnTetrahedronToPoint ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, System.Vector3 &d, System.Vector3 &p, RawList |
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GetClosestPointOnTriangleToPoint ( RawList |
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GetClosestPointOnTriangleToPoint ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, System.Vector3 &p, RawList |
public static ArePointsOnOppositeSidesOfPlane ( System.Vector3 &o, System.Vector3 &p, System.Vector3 &a, System.Vector3 &b, System.Vector3 &c ) : bool | ||
o | System.Vector3 | First point for comparison. |
p | System.Vector3 | Second point for comparison. |
a | System.Vector3 | First vertex of the plane. |
b | System.Vector3 | Second vertex of plane. |
c | System.Vector3 | Third vertex of plane. |
return | bool |
public static DifferentiateQuaternion ( Quaternion &orientation, |
||
orientation | Quaternion | Orienatation of the object. |
localInertiaTensorInverse | Local-space inertia tensor of the object being updated. | |
angularMomentum | System.Vector3 | Angular momentum of the object. |
orientationChange | Quaternion | Change in quaternion. |
return | void |
public static ExpandBoundingBox ( BEPUutilities.BoundingBox &boundingBox, System.Vector3 &sweep ) : void | ||
boundingBox | BEPUutilities.BoundingBox | Bounding box to expand. |
sweep | System.Vector3 | Sweep to expand the bounding box with. |
return | void |
public static FindRayTriangleIntersection ( BEPUutilities.Ray &ray, float maximumLength, TriangleSidedness sidedness, System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, |
||
ray | BEPUutilities.Ray | Ray to test. |
maximumLength | float | Maximum length to travel in units of the direction's length. |
sidedness | TriangleSidedness | Sidedness of the triangle to test. |
a | System.Vector3 | First vertex of the triangle. |
b | System.Vector3 | Second vertex of the triangle. |
c | System.Vector3 | Third vertex of the triangle. |
hit | Hit data of the ray, if any | |
return | bool |
public static FindRayTriangleIntersection ( BEPUutilities.Ray &ray, float maximumLength, System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, bool &hitClockwise, |
||
ray | BEPUutilities.Ray | Ray to test. |
maximumLength | float | Maximum length to travel in units of the direction's length. |
a | System.Vector3 | First vertex of the triangle. |
b | System.Vector3 | Second vertex of the triangle. |
c | System.Vector3 | Third vertex of the triangle. |
hitClockwise | bool | True if the the triangle was hit on the clockwise face, false otherwise. |
hit | Hit data of the ray, if any | |
return | bool |
public static GetAngleFromQuaternion ( Quaternion &q ) : float | ||
q | Quaternion | Quaternion to be converted. |
return | float |
public static GetAxisAngleFromQuaternion ( Quaternion &q, System.Vector3 &axis, float &angle ) : void | ||
q | Quaternion | Quaternion to be converted. |
axis | System.Vector3 | Axis represented by the quaternion. |
angle | float | Angle around the axis represented by the quaternion. |
return | void |
public static GetBarycentricCoordinates ( System.Vector3 &p, System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, float &aWeight, float &bWeight, float &cWeight ) : void | ||
p | System.Vector3 | Point to compute the barycentric coordinates of. |
a | System.Vector3 | First vertex in the triangle. |
b | System.Vector3 | Second vertex in the triangle. |
c | System.Vector3 | Third vertex in the triangle. |
aWeight | float | Weight of the first vertex. |
bWeight | float | Weight of the second vertex. |
cWeight | float | Weight of the third vertex. |
return | void |
public static GetClosestPointOnSegmentToPoint ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &p, System.Vector3 &closestPoint ) : void | ||
a | System.Vector3 | First endpoint of segment. |
b | System.Vector3 | Second endpoint of segment. |
p | System.Vector3 | Point for comparison. |
closestPoint | System.Vector3 | Closest point on the edge to p. |
return | void |
public static GetClosestPointOnTetrahedronToPoint ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, System.Vector3 &d, System.Vector3 &p, System.Vector3 &closestPoint ) : void | ||
a | System.Vector3 | First vertex of the tetrahedron. |
b | System.Vector3 | Second vertex of the tetrahedron. |
c | System.Vector3 | Third vertex of the tetrahedron. |
d | System.Vector3 | Fourth vertex of the tetrahedron. |
p | System.Vector3 | Point for comparison. |
closestPoint | System.Vector3 | Closest point on the tetrahedron to the point. |
return | void |
public static GetClosestPointOnTriangleToPoint ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, System.Vector3 &p, System.Vector3 &closestPoint ) : VoronoiRegion | ||
a | System.Vector3 | First vertex of triangle. |
b | System.Vector3 | Second vertex of triangle. |
c | System.Vector3 | Third vertex of triangle. |
p | System.Vector3 | Point for comparison. |
closestPoint | System.Vector3 | Closest point on tetrahedron to point. |
return | VoronoiRegion |
public static GetClosestPointsBetweenLines ( System.Vector3 &p1, System.Vector3 &q1, System.Vector3 &p2, System.Vector3 &q2, float &s, float &t, System.Vector3 &c1, System.Vector3 &c2 ) : void | ||
p1 | System.Vector3 | First point of first segment. |
q1 | System.Vector3 | Second point of first segment. |
p2 | System.Vector3 | First point of second segment. |
q2 | System.Vector3 | Second point of second segment. |
s | float | Distance along the line to the point for first segment. |
t | float | Distance along the line to the point for second segment. |
c1 | System.Vector3 | Closest point on first segment. |
c2 | System.Vector3 | Closest point on second segment. |
return | void |
public static GetClosestPointsBetweenSegments ( System.Vector3 p1, System.Vector3 q1, System.Vector3 p2, System.Vector3 q2, System.Vector3 &c1, System.Vector3 &c2 ) : void | ||
p1 | System.Vector3 | First point of first segment. |
q1 | System.Vector3 | Second point of first segment. |
p2 | System.Vector3 | First point of second segment. |
q2 | System.Vector3 | Second point of second segment. |
c1 | System.Vector3 | Closest point on first segment. |
c2 | System.Vector3 | Closest point on second segment. |
return | void |
public static GetClosestPointsBetweenSegments ( System.Vector3 &p1, System.Vector3 &q1, System.Vector3 &p2, System.Vector3 &q2, float &s, float &t, System.Vector3 &c1, System.Vector3 &c2 ) : void | ||
p1 | System.Vector3 | First point of first segment. |
q1 | System.Vector3 | Second point of first segment. |
p2 | System.Vector3 | First point of second segment. |
q2 | System.Vector3 | Second point of second segment. |
s | float | Distance along the line to the point for first segment. |
t | float | Distance along the line to the point for second segment. |
c1 | System.Vector3 | Closest point on first segment. |
c2 | System.Vector3 | Closest point on second segment. |
return | void |
public static GetDistancePointToPlane ( System.Vector3 &point, System.Vector3 &normal, System.Vector3 &pointOnPlane ) : float | ||
point | System.Vector3 | Point to project onto plane. |
normal | System.Vector3 | Normal of the plane. |
pointOnPlane | System.Vector3 | Point located on the plane. |
return | float |
public static GetLinePlaneIntersection ( System.Vector3 &a, System.Vector3 &b, BEPUutilities.Plane &p, float &t, System.Vector3 &q ) : bool | ||
a | System.Vector3 | First endpoint of segment defining the line. |
b | System.Vector3 | Second endpoint of segment defining the line. |
p | BEPUutilities.Plane | Plane for comparison. |
t | float | Interval along line to intersection (A + t * AB). |
q | System.Vector3 | Intersection point. |
return | bool |
public static GetPointProjectedOnPlane ( System.Vector3 &point, System.Vector3 &normal, System.Vector3 &pointOnPlane, System.Vector3 &projectedPoint ) : void | ||
point | System.Vector3 | Point to project onto plane. |
normal | System.Vector3 | Normal of the plane. |
pointOnPlane | System.Vector3 | Point located on the plane. |
projectedPoint | System.Vector3 | Projected location of point onto plane. |
return | void |
public static GetQuaternionBetweenNormalizedVectors ( System.Vector3 &v1, System.Vector3 &v2, Quaternion &q ) : void | ||
v1 | System.Vector3 | First unit-length vector. |
v2 | System.Vector3 | Second unit-length vector. |
q | Quaternion | Quaternion representing the rotation from v1 to v2. |
return | void |
public static GetRayPlaneIntersection ( BEPUutilities.Ray &ray, BEPUutilities.Plane &p, float &t, System.Vector3 &q ) : bool | ||
ray | BEPUutilities.Ray | Ray to test against the plane. |
p | BEPUutilities.Plane | Plane for comparison. |
t | float | Interval along line to intersection (A + t * AB). |
q | System.Vector3 | Intersection point. |
return | bool |
public static GetSegmentPlaneIntersection ( System.Vector3 a, System.Vector3 b, BEPUutilities.Plane p, System.Vector3 &q ) : bool | ||
a | System.Vector3 | First endpoint of segment. |
b | System.Vector3 | Second enpoint of segment. |
p | BEPUutilities.Plane | Plane for comparison. |
q | System.Vector3 | Intersection point. |
return | bool |
public static GetSegmentPlaneIntersection ( System.Vector3 a, System.Vector3 b, BEPUutilities.Plane p, float &t, System.Vector3 &q ) : bool | ||
a | System.Vector3 | First endpoint of segment. |
b | System.Vector3 | Second endpoint of segment. |
p | BEPUutilities.Plane | Plane for comparison. |
t | float | Interval along segment to intersection. |
q | System.Vector3 | Intersection point. |
return | bool |
public static GetSegmentPlaneIntersection ( System.Vector3 a, System.Vector3 b, System.Vector3 d, System.Vector3 e, System.Vector3 f, System.Vector3 &q ) : bool | ||
a | System.Vector3 | First endpoint of segment. |
b | System.Vector3 | Second endpoint of segment. |
d | System.Vector3 | First vertex of a triangle which lies on the plane. |
e | System.Vector3 | Second vertex of a triangle which lies on the plane. |
f | System.Vector3 | Third vertex of a triangle which lies on the plane. |
q | System.Vector3 | Intersection point. |
return | bool |
public static GetSquaredDistanceFromPointToLine ( System.Vector3 &p, System.Vector3 &a, System.Vector3 &b ) : float | ||
p | System.Vector3 | Point to check against the line. |
a | System.Vector3 | First point on the line. |
b | System.Vector3 | Second point on the line. |
return | float |
public static GetTriangleBoundingBox ( System.Vector3 &a, System.Vector3 &b, System.Vector3 &c, BEPUutilities.BoundingBox &aabb ) : void | ||
a | System.Vector3 | First vertex of the triangle. |
b | System.Vector3 | Second vertex of the triangle. |
c | System.Vector3 | Third vertex of the triangle. |
aabb | BEPUutilities.BoundingBox | Bounding box of the triangle. |
return | void |
public static GetVelocityOfPoint ( System.Vector3 point, System.Vector3 center, System.Vector3 linearVelocity, System.Vector3 angularVelocity ) : System.Vector3 | ||
point | System.Vector3 | Point to compute the velocity of. |
center | System.Vector3 | Center of the object to which the point is attached. |
linearVelocity | System.Vector3 | Linear velocity of the object. |
angularVelocity | System.Vector3 | Angular velocity of the object. |
return | System.Vector3 |
public static GetVelocityOfPoint ( System.Vector3 &point, System.Vector3 ¢er, System.Vector3 &linearVelocity, System.Vector3 &angularVelocity, System.Vector3 &velocity ) : void | ||
point | System.Vector3 | Point to compute the velocity of. |
center | System.Vector3 | Center of the object to which the point is attached. |
linearVelocity | System.Vector3 | Linear velocity of the object. |
angularVelocity | System.Vector3 | Angular velocity of the object. |
velocity | System.Vector3 | Velocity of the point. |
return | void |
public static IsPointInsideTriangle ( System.Vector3 &vA, System.Vector3 &vB, System.Vector3 &vC, System.Vector3 &p ) : bool | ||
vA | System.Vector3 | A vertex of the triangle. |
vB | System.Vector3 | A vertex of the triangle. |
vC | System.Vector3 | A vertex of the triangle. |
p | System.Vector3 | The point for comparison against the triangle. |
return | bool |
public static IsPointInsideTriangle ( System.Vector3 &vA, System.Vector3 &vB, System.Vector3 &vC, System.Vector3 &p, float margin ) : bool | ||
vA | System.Vector3 | A vertex of the triangle. |
vB | System.Vector3 | A vertex of the triangle. |
vC | System.Vector3 | A vertex of the triangle. |
p | System.Vector3 | The point for comparison against the triangle. |
margin | float | Extra area on the edges of the triangle to include. Can be negative. |
return | bool |
public static IsPointWithinFaceExtrusion ( System.Vector3 point, List |
||
point | System.Vector3 | Point for comparison. |
planes | List |
Edge planes. |
centroid | System.Vector3 | A point known to be inside of the planes. |
return | bool |
public static RayCastSphere ( BEPUutilities.Ray &ray, System.Vector3 &spherePosition, float radius, float maximumLength, |
||
ray | BEPUutilities.Ray | Ray to test. |
spherePosition | System.Vector3 | Position of the sphere. |
radius | float | Radius of the sphere. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
hit | Hit data of the ray, if any. | |
return | bool |
public static UpdateOrientationRK4 ( Quaternion &q, |
||
q | Quaternion | Quaternion to update. |
localInertiaTensorInverse | Local-space inertia tensor of the object being updated. | |
angularMomentum | System.Vector3 | Angular momentum of the object. |
dt | float | Time since last frame, in seconds. |
newOrientation | Quaternion | New orientation quaternion. |
return | void |
public static Vector3,System ForwardVector | ||
return | System.Vector3 |
public static Quaternion IdentityOrientation | ||
return | Quaternion |
public static RigidTransform,BEPUutilities RigidIdentity | ||
return |