C# Class BEPUphysics.BroadPhaseEntries.StaticGroup

Collection of unmoving collidable objects.
Batching multiple static objects together into a StaticGroup as opposed to adding them separately to the Space avoids BroadPhase pollution, improving performance.
Inheritance: StaticCollidable
Mostrar archivo Open project: Indiefreaks/igf Class Usage Examples

Protected Properties

Property Type Description
events ContactEventManager

Public Methods

Method Description
ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, bool>.Func filter, RayHit &hit ) : bool

Casts a convex shape against the collidable.

ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, RayHit &hit ) : bool

Casts a convex shape against the collidable.

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

Tests a ray against the entry.

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

Tests a ray against the entry.

StaticGroup ( IList collidables ) : System

Constructs a new static mesh.

UpdateBoundingBox ( ) : void

Updates the bounding box to the current state of the entry.

Method Details

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, bool>.Func filter, RayHit &hit ) : 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.
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.
return bool

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( ConvexShape castShape, RigidTransform &startingTransform, System.Vector3 &sweep, RayHit &hit ) : 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.
hit BEPUutilities.RayHit Hit data, if any.
return bool

RayCast() public method

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

RayCast() public method

Tests a ray against the entry.
public RayCast ( BEPUutilities.Ray ray, float maximumLength, RayHit &rayHit ) : bool
ray BEPUutilities.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 entry, if any.
return bool

StaticGroup() public method

Constructs a new static mesh.
public StaticGroup ( IList collidables ) : System
collidables IList List of collidables in the static group.
return System

UpdateBoundingBox() public method

Updates the bounding box to the current state of the entry.
public UpdateBoundingBox ( ) : void
return void

Property Details

events protected_oe property

protected ContactEventManager events
return ContactEventManager