C# Class BEPUphysics.BroadPhaseEntries.StaticMesh

Unmoving, collidable triangle mesh.
The acceleration structure for the mesh is created individually for each StaticMesh; if you want to create many meshes of the same model, consider using the InstancedMesh.
Inheritance: StaticCollidable
Afficher le fichier Open project: Indiefreaks/igf Class Usage Examples

Protected Properties

Свойство Type Description
events ContactEventManager

Méthodes publiques

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

Casts a convex shape against the collidable.

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

Tests a ray against the entry.

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

Tests a ray against the mesh.

StaticMesh ( System.Vector3 vertices, int indices ) : System

Constructs a new static mesh.

StaticMesh ( System.Vector3 vertices, int indices, AffineTransform worldTransform ) : System

Constructs a new static mesh.

UpdateBoundingBox ( ) : void

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

Méthodes protégées

Méthode Description
OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape collisionShape ) : void

Method Details

ConvexCast() public méthode

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.
Résultat bool

OnShapeChanged() protected méthode

protected OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape collisionShape ) : void
collisionShape BEPUphysics.CollisionShapes.CollisionShape
Résultat void

RayCast() public méthode

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.
Résultat bool

RayCast() public méthode

Tests a ray against the mesh.
public RayCast ( BEPUutilities.Ray ray, float maximumLength, TriangleSidedness sidedness, RayHit &rayHit ) : bool
ray BEPUutilities.Ray Ray to test.
maximumLength float Maximum length to test in units of the ray direction's length.
sidedness TriangleSidedness Sidedness to use when raycasting. Doesn't have to be the same as the mesh's own sidedness.
rayHit BEPUutilities.RayHit Data about the ray's intersection with the mesh, if any.
Résultat bool

StaticMesh() public méthode

Constructs a new static mesh.
public StaticMesh ( System.Vector3 vertices, int indices ) : System
vertices System.Vector3 Vertex positions of the mesh.
indices int Index list of the mesh.
Résultat System

StaticMesh() public méthode

Constructs a new static mesh.
public StaticMesh ( System.Vector3 vertices, int indices, AffineTransform worldTransform ) : System
vertices System.Vector3 Vertex positions of the mesh.
indices int Index list of the mesh.
worldTransform BEPUutilities.AffineTransform Transform to use to create the mesh initially.
Résultat System

UpdateBoundingBox() public méthode

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

Property Details

events protected_oe property

protected ContactEventManager events
Résultat ContactEventManager