C# Class BEPUphysics.CollisionShapes.ConvexShapes.ConeShape

Symmetrical shape with a circular base and a point at the top.
Inheritance: ConvexShape
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Public Methods

Method Description
ComputeCenter ( ) : Vector3

Computes the center of the shape. This can be considered its center of mass.

ComputeCenter ( float &volume ) : Vector3

Computes the center of the shape. This can be considered its center of mass. This calculation is often associated with the volume calculation, which is given by this method as well.

ComputeMaximumRadius ( ) : float

Computes the maximum radius of the shape. This is often larger than the actual maximum radius; it is simply an approximation that avoids underestimating.

ComputeMinimumRadius ( ) : float

Computes the minimum radius of the shape. This is often smaller than the actual minimum radius; it is simply an approximation that avoids overestimating.

ComputeVolume ( ) : float

Computes the volume of the shape.

ComputeVolumeDistribution ( float &volume ) : Matrix3x3

Computes the volume distribution of the shape as well as its volume. The volume distribution can be used to compute inertia tensors when paired with mass and other tuning factors.

ConeShape ( float height, float radius ) : System

Constructs a new cone shape.

GetCollidableInstance ( ) : BEPUphysics.Collidables.MobileCollidables.EntityCollidable

Retrieves an instance of an EntityCollidable that uses this EntityShape. Mainly used by compound bodies.

GetLocalExtremePointWithoutMargin ( Vector3 &direction, Vector3 &extremePoint ) : void

Gets the extreme point of the shape in local space in a given direction.

Method Details

ComputeCenter() public method

Computes the center of the shape. This can be considered its center of mass.
public ComputeCenter ( ) : Vector3
return Vector3

ComputeCenter() public method

Computes the center of the shape. This can be considered its center of mass. This calculation is often associated with the volume calculation, which is given by this method as well.
public ComputeCenter ( float &volume ) : Vector3
volume float Volume of the shape.
return Vector3

ComputeMaximumRadius() public method

Computes the maximum radius of the shape. This is often larger than the actual maximum radius; it is simply an approximation that avoids underestimating.
public ComputeMaximumRadius ( ) : float
return float

ComputeMinimumRadius() public method

Computes the minimum radius of the shape. This is often smaller than the actual minimum radius; it is simply an approximation that avoids overestimating.
public ComputeMinimumRadius ( ) : float
return float

ComputeVolume() public method

Computes the volume of the shape.
public ComputeVolume ( ) : float
return float

ComputeVolumeDistribution() public method

Computes the volume distribution of the shape as well as its volume. The volume distribution can be used to compute inertia tensors when paired with mass and other tuning factors.
public ComputeVolumeDistribution ( float &volume ) : Matrix3x3
volume float Volume of the shape.
return Matrix3x3

ConeShape() public method

Constructs a new cone shape.
public ConeShape ( float height, float radius ) : System
height float Height of the cone.
radius float Radius of the cone base.
return System

GetCollidableInstance() public method

Retrieves an instance of an EntityCollidable that uses this EntityShape. Mainly used by compound bodies.
public GetCollidableInstance ( ) : BEPUphysics.Collidables.MobileCollidables.EntityCollidable
return BEPUphysics.Collidables.MobileCollidables.EntityCollidable

GetLocalExtremePointWithoutMargin() public method

Gets the extreme point of the shape in local space in a given direction.
public GetLocalExtremePointWithoutMargin ( Vector3 &direction, Vector3 &extremePoint ) : void
direction Vector3 Direction to find the extreme point in.
extremePoint Vector3 Extreme point on the shape.
return void