C# Class BEPUphysics.BroadPhaseEntries.MobileCollidables.CompoundCollidable

Collidable used by compound shapes.
Inheritance: EntityCollidable
Datei anzeigen Open project: Indiefreaks/igf Class Usage Examples

Public Methods

Method Description
CompoundCollidable ( CompoundShape compoundShape ) : System.Collections.Generic

Constructs a new CompoundCollidable.

CompoundCollidable ( IList children ) : System.Collections.Generic

Constructs a compound collidable using additional information about the shapes in the compound.

CompoundCollidable ( IList children, Vector3 &center ) : System.Collections.Generic

Constructs a compound collidable using additional information about the shapes in the compound.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayCastResult &result ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayHit &rayHit ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayHit &hit, CompoundChild &hitChild ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayCastResult &result ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayHit &rayHit ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayHit &hit, CompoundChild &hitChild ) : bool

Casts a convex shape against the collidable.

RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayCastResult &rayHit ) : bool

Tests a ray against the compound.

RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayHit &rayHit ) : bool

Tests a ray against the collidable.

RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayHit &rayHit, CompoundChild &hitChild ) : bool

Tests a ray against the collidable.

RayCast ( Ray ray, float maximumLength, RayCastResult &rayHit ) : bool

Tests a ray against the compound.

RayCast ( Ray ray, float maximumLength, RayHit &rayHit ) : bool

Tests a ray against the collidable.

RayCast ( Ray ray, float maximumLength, RayHit &rayHit, CompoundChild &hitChild ) : bool

Tests a ray against the collidable.

UpdateWorldTransform ( Vector3 &position, Microsoft.Xna.Framework.Quaternion &orientation ) : void

Updates the world transform of the collidable.

Protected Methods

Method Description
OnEntityChanged ( ) : void
UpdateBoundingBoxInternal ( float dt ) : void

Private Methods

Method Description
CompoundCollidable ( ) : System.Collections.Generic
GetChild ( CompoundChildData data, int index ) : CompoundChild
GetChild ( CompoundShapeEntry entry, int index ) : CompoundChild

Method Details

CompoundCollidable() public method

Constructs a new CompoundCollidable.
public CompoundCollidable ( CompoundShape compoundShape ) : System.Collections.Generic
compoundShape BEPUphysics.CollisionShapes.CompoundShape Compound shape to use for the collidable.
return System.Collections.Generic

CompoundCollidable() public method

Constructs a compound collidable using additional information about the shapes in the compound.
public CompoundCollidable ( IList children ) : System.Collections.Generic
children IList Data representing the children of the compound collidable.
return System.Collections.Generic

CompoundCollidable() public method

Constructs a compound collidable using additional information about the shapes in the compound.
public CompoundCollidable ( IList children, Vector3 &center ) : System.Collections.Generic
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

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayCastResult &result ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform 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

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayHit &rayHit ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform 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 BEPUutilities.RayHit Hit data, if any.
return bool

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayHit &hit, CompoundChild &hitChild ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform 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 BEPUutilities.RayHit Hit data, if any.
hitChild CompoundChild Child hit by the cast.
return bool

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayCastResult &result ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform 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

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayHit &rayHit ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep Vector3 Sweep to apply to the shape.
rayHit BEPUutilities.RayHit Hit data, if any.
return bool

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayHit &hit, CompoundChild &hitChild ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep Vector3 Sweep to apply to the shape.
hit BEPUutilities.RayHit Hit data, if any.
hitChild CompoundChild Child hit by the cast.
return bool

OnEntityChanged() protected method

protected OnEntityChanged ( ) : void
return void

RayCast() public method

Tests a ray against the compound.
public RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayCastResult &rayHit ) : bool
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

RayCast() public method

Tests a ray against the collidable.
public RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayHit &rayHit ) : bool
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 BEPUutilities.RayHit Hit location of the ray on the collidable, if any.
return bool

RayCast() public method

Tests a ray against the collidable.
public RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayHit &rayHit, CompoundChild &hitChild ) : bool
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 BEPUutilities.RayHit Hit location of the ray on the collidable, if any.
hitChild CompoundChild Child hit by the ray.
return bool

RayCast() public method

Tests a ray against the compound.
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

RayCast() public method

Tests a ray against the collidable.
public RayCast ( Ray ray, float maximumLength, RayHit &rayHit ) : bool
ray Ray Ray to test.
maximumLength float Maximum length, in units of the ray's direction's length, to test.
rayHit BEPUutilities.RayHit Hit location of the ray on the collidable, if any.
return bool

RayCast() public method

Tests a ray against the collidable.
public RayCast ( Ray ray, float maximumLength, RayHit &rayHit, CompoundChild &hitChild ) : bool
ray Ray Ray to test.
maximumLength float Maximum length, in units of the ray's direction's length, to test.
rayHit BEPUutilities.RayHit Hit data, if any.
hitChild CompoundChild Child collidable hit by the ray, if any.
return bool

UpdateBoundingBoxInternal() protected method

protected UpdateBoundingBoxInternal ( float dt ) : void
dt float
return void

UpdateWorldTransform() public method

Updates the world transform of the collidable.
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