C# Class BEPUphysics.CollisionShapes.ConvexShapes.TriangleShape

Triangle collision shape.
Inheritance: ConvexShape
Datei anzeigen Open project: Indiefreaks/igf Class Usage Examples

Public Methods

Method Description
ComputeCenter ( ) : System.Vector3

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

ComputeCenter ( float &volume ) : System.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.

GetBoundingBox ( RigidTransform &shapeTransform, BEPUutilities.BoundingBox &boundingBox ) : void

Gets the bounding box of the shape given a transform.

GetCollidableInstance ( ) : EntityCollidable

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

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

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

GetLocalNormal ( ) : System.Vector3

Gets the normal of the triangle shape in its local space.

GetNormal ( RigidTransform transform ) : System.Vector3

Gets the normal of the triangle in world space.

RayTest ( BEPUutilities.Ray &ray, RigidTransform &transform, float maximumLength, RayHit &hit ) : bool

Gets the intersection between the triangle and the ray.

ToString ( ) : string

Returns a T:System.String that represents the current T:System.Object.

TriangleShape ( ) : System

Constructs a triangle shape without initializing it. This is useful for systems that re-use a triangle shape repeatedly.

TriangleShape ( System.Vector3 vA, System.Vector3 vB, System.Vector3 vC ) : System

Constructs a triangle shape. The vertices will be recentered. If the center is needed, use the other constructor.

TriangleShape ( System.Vector3 vA, System.Vector3 vB, System.Vector3 vC, System.Vector3 &center ) : System

Constructs a triangle shape. The vertices will be recentered.

Method Details

ComputeCenter() public method

Computes the center of the shape. This can be considered its center of mass.
public ComputeCenter ( ) : System.Vector3
return System.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 ) : System.Vector3
volume float Volume of the shape.
return System.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 BEPUutilities.Matrix3x3

GetBoundingBox() public method

Gets the bounding box of the shape given a transform.
public GetBoundingBox ( RigidTransform &shapeTransform, BEPUutilities.BoundingBox &boundingBox ) : void
shapeTransform BEPUutilities.RigidTransform Transform to use.
boundingBox BEPUutilities.BoundingBox Bounding box of the transformed shape.
return void

GetCollidableInstance() public method

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

GetLocalExtremePointWithoutMargin() public method

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

GetLocalNormal() public method

Gets the normal of the triangle shape in its local space.
public GetLocalNormal ( ) : System.Vector3
return System.Vector3

GetNormal() public method

Gets the normal of the triangle in world space.
public GetNormal ( RigidTransform transform ) : System.Vector3
transform BEPUutilities.RigidTransform World transform.
return System.Vector3

RayTest() public method

Gets the intersection between the triangle and the ray.
public RayTest ( BEPUutilities.Ray &ray, RigidTransform &transform, float maximumLength, RayHit &hit ) : bool
ray BEPUutilities.Ray Ray to test against the triangle.
transform BEPUutilities.RigidTransform Transform to apply to the triangle shape for the test.
maximumLength float Maximum distance to travel in units of the direction vector's length.
hit BEPUutilities.RayHit Hit data of the ray cast, if any.
return bool

ToString() public method

Returns a T:System.String that represents the current T:System.Object.
public ToString ( ) : string
return string

TriangleShape() public method

Constructs a triangle shape without initializing it. This is useful for systems that re-use a triangle shape repeatedly.
public TriangleShape ( ) : System
return System

TriangleShape() public method

Constructs a triangle shape. The vertices will be recentered. If the center is needed, use the other constructor.
public TriangleShape ( System.Vector3 vA, System.Vector3 vB, System.Vector3 vC ) : System
vA System.Vector3 First vertex in the triangle.
vB System.Vector3 Second vertex in the triangle.
vC System.Vector3 Third vertex in the triangle.
return System

TriangleShape() public method

Constructs a triangle shape. The vertices will be recentered.
public TriangleShape ( System.Vector3 vA, System.Vector3 vB, System.Vector3 vC, System.Vector3 &center ) : System
vA System.Vector3 First vertex in the triangle.
vB System.Vector3 Second vertex in the triangle.
vC System.Vector3 Third vertex in the triangle.
center System.Vector3 Computed center of the triangle.
return System