C# Class BEPUphysics.Space

Main simulation class of BEPUphysics. Contains various updating stages addition/removal methods for getting objects into the simulation.
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Public Methods

Method Description
Add ( ISpaceObject spaceObject ) : void

Adds a space object to the simulation.

ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, bool>.Func filter, IList outputCastResults ) : bool

Casts a convex shape against the space.

Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.

ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, bool>.Func filter, RayCastResult &castResult ) : bool

Casts a convex shape against the space.

Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.

ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, IList outputCastResults ) : bool

Casts a convex shape against the space.

Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.

ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, RayCastResult &castResult ) : bool

Casts a convex shape against the space.

Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.

Dispose ( ) : void

Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.

RayCast ( BEPUutilities.Ray ray, bool>.Func filter, RayCastResult &result ) : bool

Tests a ray against the space.

RayCast ( BEPUutilities.Ray ray, RayCastResult &result ) : bool

Tests a ray against the space.

RayCast ( BEPUutilities.Ray ray, float maximumLength, bool>.Func filter, IList outputRayCastResults ) : bool

Tests a ray against the space, possibly returning multiple hits.

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

Tests a ray against the space.

RayCast ( BEPUutilities.Ray ray, float maximumLength, IList outputRayCastResults ) : bool

Tests a ray against the space, possibly returning multiple hits.

RayCast ( BEPUutilities.Ray ray, float maximumLength, RayCastResult &result ) : bool

Tests a ray against the space.

Remove ( ISpaceObject spaceObject ) : void

Removes a space object from the simulation.

Space ( ) : System

Constructs a new space for things to live in. Uses the SpecializedThreadManager.

Space ( IThreadManager threadManager ) : System

Constructs a new space for things to live in.

Update ( ) : void

Performs a single timestep.

Update ( float dt ) : void

Performs as many timesteps as necessary to get as close to the elapsed time as possible.

Private Methods

Method Description
DoTimeStep ( ) : void

Method Details

Add() public method

Adds a space object to the simulation.
public Add ( ISpaceObject spaceObject ) : void
spaceObject ISpaceObject Space object to add.
return void

ConvexCast() public method

Casts a convex shape against the space.

Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.

public ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, bool>.Func filter, IList outputCastResults ) : bool
castShape BEPUphysics.CollisionShapes.ConvexShapes.ConvexShape Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep System.Vector3 Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance.
filter bool>.Func Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry.
outputCastResults IList Hit data, if any.
return bool

ConvexCast() public method

Casts a convex shape against the space.

Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.

public ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, bool>.Func filter, RayCastResult &castResult ) : bool
castShape BEPUphysics.CollisionShapes.ConvexShapes.ConvexShape Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep System.Vector3 Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance.
filter bool>.Func Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry.
castResult RayCastResult Hit data, if any.
return bool

ConvexCast() public method

Casts a convex shape against the space.

Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.

public ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, IList outputCastResults ) : bool
castShape BEPUphysics.CollisionShapes.ConvexShapes.ConvexShape Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep System.Vector3 Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance.
outputCastResults IList Hit data, if any.
return bool

ConvexCast() public method

Casts a convex shape against the space.

Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.

public ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, RayCastResult &castResult ) : bool
castShape BEPUphysics.CollisionShapes.ConvexShapes.ConvexShape Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep System.Vector3 Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance.
castResult RayCastResult Hit data, if any.
return bool

Dispose() public method

Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
public Dispose ( ) : void
return void

RayCast() public method

Tests a ray against the space.
public RayCast ( BEPUutilities.Ray ray, bool>.Func filter, RayCastResult &result ) : bool
ray BEPUutilities.Ray Ray to test.
filter bool>.Func Delegate to prune out hit candidates before performing a ray cast against them. Return true from the filter to process an entry or false to ignore the entry.
result RayCastResult Hit data of the ray, if any.
return bool

RayCast() public method

Tests a ray against the space.
public RayCast ( BEPUutilities.Ray ray, RayCastResult &result ) : bool
ray BEPUutilities.Ray Ray to test.
result RayCastResult Hit data of the ray, if any.
return bool

RayCast() public method

Tests a ray against the space, possibly returning multiple hits.
public RayCast ( BEPUutilities.Ray ray, float maximumLength, bool>.Func filter, IList outputRayCastResults ) : bool
ray BEPUutilities.Ray Ray to test.
maximumLength float Maximum length of the ray in units of the ray direction's length.
filter bool>.Func Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry.
outputRayCastResults IList Hit data of the ray, if any.
return bool

RayCast() public method

Tests a ray against the space.
public RayCast ( BEPUutilities.Ray ray, float maximumLength, bool>.Func filter, RayCastResult &result ) : bool
ray BEPUutilities.Ray Ray to test.
maximumLength float Maximum length of the ray in units of the ray direction's length.
filter bool>.Func Delegate to prune out hit candidates before performing a ray cast against them. Return true from the filter to process an entry or false to ignore the entry.
result RayCastResult Hit data of the ray, if any.
return bool

RayCast() public method

Tests a ray against the space, possibly returning multiple hits.
public RayCast ( BEPUutilities.Ray ray, float maximumLength, IList outputRayCastResults ) : bool
ray BEPUutilities.Ray Ray to test.
maximumLength float Maximum length of the ray in units of the ray direction's length.
outputRayCastResults IList Hit data of the ray, if any.
return bool

RayCast() public method

Tests a ray against the space.
public RayCast ( BEPUutilities.Ray ray, float maximumLength, RayCastResult &result ) : bool
ray BEPUutilities.Ray Ray to test.
maximumLength float Maximum length of the ray in units of the ray direction's length.
result RayCastResult Hit data of the ray, if any.
return bool

Remove() public method

Removes a space object from the simulation.
public Remove ( ISpaceObject spaceObject ) : void
spaceObject ISpaceObject Space object to remove.
return void

Space() public method

Constructs a new space for things to live in. Uses the SpecializedThreadManager.
public Space ( ) : System
return System

Space() public method

Constructs a new space for things to live in.
public Space ( IThreadManager threadManager ) : System
threadManager IThreadManager Thread manager to use with the space.
return System

Update() public method

Performs a single timestep.
public Update ( ) : void
return void

Update() public method

Performs as many timesteps as necessary to get as close to the elapsed time as possible.
public Update ( float dt ) : void
dt float Elapsed time from the previous frame.
return void