C# Class BEPUphysics.Constraints.JointBasis2D

Defines a two axes which are perpendicular to each other used by a constraint.
Datei anzeigen Open project: Indiefreaks/igf

Public Methods

Method Description
SetLocalAxes ( Matrix3x3 matrix ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Matrix3x3 rotationMatrix ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetWorldAxes ( Matrix3x3 matrix ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Matrix3x3 rotationMatrix ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

Private Methods

Method Description
ComputeWorldSpaceAxes ( ) : void

Method Details

SetLocalAxes() public method

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetLocalAxes ( Matrix3x3 matrix ) : void
matrix Matrix3x3 Rotation matrix representing the three axes. /// The matrix's backward vector is used as the primary axis. /// The matrix's right vector is used as the x axis.
return void

SetLocalAxes() public method

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis ) : void
primaryAxis Vector3 First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit.
xAxis Vector3 Second axis in the transform.
return void

SetLocalAxes() public method

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Matrix3x3 rotationMatrix ) : void
primaryAxis Vector3 First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit.
xAxis Vector3 Second axis in the transform.
rotationMatrix Matrix3x3 Matrix to use to transform the local axes into world space.
return void

SetWorldAxes() public method

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetWorldAxes ( Matrix3x3 matrix ) : void
matrix Matrix3x3 Rotation matrix representing the three axes. /// The matrix's backward vector is used as the primary axis. /// The matrix's right vector is used as the x axis.
return void

SetWorldAxes() public method

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis ) : void
primaryAxis Vector3 First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit.
xAxis Vector3 Second axis in the transform.
return void

SetWorldAxes() public method

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Matrix3x3 rotationMatrix ) : void
primaryAxis Vector3 First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit.
xAxis Vector3 Second axis in the transform.
rotationMatrix Matrix3x3 Matrix to use to transform the local axes into world space.
return void