C# Class BEPUphysics.CollisionShapes.MobileMeshShape

Local space data associated with a mobile mesh. This contains a hierarchy and all the other heavy data needed by an MobileMesh.
Inheritance: EntityShape
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Méthodes publiques

Свойство Type Description
MeshHitUniquenessThreshold float

Méthodes publiques

Méthode Description
ComputeDistributionInformation ( ShapeDistributionInformation &shapeInfo ) : void

Computes the volume, center of mass, and volume distribution of the shape.

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

Computes the bounding box of the transformed mesh shape.

GetCollidableInstance ( ) : BroadPhaseEntries.MobileCollidables.EntityCollidable
GetLocalBoundingBox ( RigidTransform &shapeTransform, AffineTransform &spaceTransform, BoundingBox &boundingBox ) : void

Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.

GetSweptLocalBoundingBox ( RigidTransform &shapeTransform, AffineTransform &spaceTransform, Vector3 &sweep, BoundingBox &boundingBox ) : void

Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.

IsLocalRayOriginInMesh ( Ray &ray, RayHit &hit ) : bool

Tests to see if a ray's origin is contained within the mesh. If it is, the hit location is found. If it isn't, the hit location is still valid if a hit occurred. If the origin isn't inside and there was no hit, the hit has a T value of float.MaxValue.

MobileMeshShape ( Vector3 vertices, int indices, AffineTransform localTransform, MobileMeshSolidity solidity ) : BEPUphysics.DataStructures

Constructs a new mobile mesh shape.

MobileMeshShape ( Vector3 vertices, int indices, AffineTransform localTransform, MobileMeshSolidity solidity, ShapeDistributionInformation &distributionInfo ) : BEPUphysics.DataStructures

Constructs a new mobile mesh shape.

Private Methods

Méthode Description
ComputeShapeInformation ( TransformableMeshData data, ShapeDistributionInformation &shapeInformation ) : void
ComputeSolidSidedness ( ) : void
ComputeSolidSidednessHelper ( Ray ray ) : TriangleSidedness
GetBoundingBox ( Matrix3x3 &o, BoundingBox &boundingBox ) : void
IsHitUnique ( RawList hits, RayHit &hit ) : bool

Method Details

ComputeDistributionInformation() public méthode

Computes the volume, center of mass, and volume distribution of the shape.
public ComputeDistributionInformation ( ShapeDistributionInformation &shapeInfo ) : void
shapeInfo ShapeDistributionInformation Data about the shape.
Résultat void

GetBoundingBox() public méthode

Computes the bounding box of the transformed mesh shape.
public GetBoundingBox ( RigidTransform &shapeTransform, BoundingBox &boundingBox ) : void
shapeTransform BEPUutilities.RigidTransform Transform to apply to the shape during the bounding box calculation.
boundingBox BoundingBox Bounding box containing the transformed mesh shape.
Résultat void

GetCollidableInstance() public méthode

public GetCollidableInstance ( ) : BroadPhaseEntries.MobileCollidables.EntityCollidable
Résultat BroadPhaseEntries.MobileCollidables.EntityCollidable

GetLocalBoundingBox() public méthode

Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.
public GetLocalBoundingBox ( RigidTransform &shapeTransform, AffineTransform &spaceTransform, BoundingBox &boundingBox ) : void
shapeTransform BEPUutilities.RigidTransform Transform to use to put the shape into world space.
spaceTransform BEPUutilities.AffineTransform Used as the frame of reference to compute the bounding box. /// In effect, the shape is transformed by the inverse of the space transform to compute its bounding box in local space.
boundingBox BoundingBox Bounding box in the local space.
Résultat void

GetSweptLocalBoundingBox() public méthode

Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.
public GetSweptLocalBoundingBox ( RigidTransform &shapeTransform, AffineTransform &spaceTransform, Vector3 &sweep, BoundingBox &boundingBox ) : void
shapeTransform BEPUutilities.RigidTransform Transform to use to put the shape into world space.
spaceTransform BEPUutilities.AffineTransform Used as the frame of reference to compute the bounding box. /// In effect, the shape is transformed by the inverse of the space transform to compute its bounding box in local space.
sweep Vector3 World space sweep direction to transform and add to the bounding box.
boundingBox BoundingBox Bounding box in the local space.
Résultat void

IsLocalRayOriginInMesh() public méthode

Tests to see if a ray's origin is contained within the mesh. If it is, the hit location is found. If it isn't, the hit location is still valid if a hit occurred. If the origin isn't inside and there was no hit, the hit has a T value of float.MaxValue.
public IsLocalRayOriginInMesh ( Ray &ray, RayHit &hit ) : bool
ray Ray Ray in the local space of the shape to test.
hit BEPUutilities.RayHit The first hit against the mesh, if any.
Résultat bool

MobileMeshShape() public méthode

Constructs a new mobile mesh shape.
public MobileMeshShape ( Vector3 vertices, int indices, AffineTransform localTransform, MobileMeshSolidity solidity ) : BEPUphysics.DataStructures
vertices Vector3 Vertices of the mesh.
indices int Indices of the mesh.
localTransform BEPUutilities.AffineTransform Local transform to apply to the shape.
solidity MobileMeshSolidity Solidity state of the shape.
Résultat BEPUphysics.DataStructures

MobileMeshShape() public méthode

Constructs a new mobile mesh shape.
public MobileMeshShape ( Vector3 vertices, int indices, AffineTransform localTransform, MobileMeshSolidity solidity, ShapeDistributionInformation &distributionInfo ) : BEPUphysics.DataStructures
vertices Vector3 Vertices of the mesh.
indices int Indices of the mesh.
localTransform BEPUutilities.AffineTransform Local transform to apply to the shape.
solidity MobileMeshSolidity Solidity state of the shape.
distributionInfo ShapeDistributionInformation Information computed about the shape during construction.
Résultat BEPUphysics.DataStructures

Property Details

MeshHitUniquenessThreshold public_oe static_oe property

The difference in t parameters in a ray cast under which two hits are considered to be redundant.
public static float MeshHitUniquenessThreshold
Résultat float