Свойство | Type | Description | |
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MeshHitUniquenessThreshold | float |
Méthode | Description | |
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ComputeDistributionInformation ( |
Computes the volume, center of mass, and volume distribution of the shape.
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GetBoundingBox ( |
Computes the bounding box of the transformed mesh shape.
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GetCollidableInstance ( ) : BroadPhaseEntries.MobileCollidables.EntityCollidable | ||
GetLocalBoundingBox ( |
Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.
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GetSweptLocalBoundingBox ( |
Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.
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IsLocalRayOriginInMesh ( Ray &ray, |
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.
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MobileMeshShape ( Vector3 vertices, int indices, |
Constructs a new mobile mesh shape.
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MobileMeshShape ( Vector3 vertices, int indices, |
Constructs a new mobile mesh shape.
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Méthode | Description | |
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ComputeShapeInformation ( |
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ComputeSolidSidedness ( ) : void | ||
ComputeSolidSidednessHelper ( Ray ray ) : TriangleSidedness | ||
GetBoundingBox ( |
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IsHitUnique ( RawList |
public ComputeDistributionInformation ( |
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shapeInfo | Data about the shape. | |
Résultat | void |
public GetBoundingBox ( |
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shapeTransform | Transform to apply to the shape during the bounding box calculation. | |
boundingBox | BoundingBox | Bounding box containing the transformed mesh shape. |
Résultat | void |
public GetCollidableInstance ( ) : BroadPhaseEntries.MobileCollidables.EntityCollidable | ||
Résultat | BroadPhaseEntries.MobileCollidables.EntityCollidable |
public GetLocalBoundingBox ( |
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shapeTransform | Transform to use to put the shape into world space. | |
spaceTransform | 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 |
public GetSweptLocalBoundingBox ( |
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shapeTransform | Transform to use to put the shape into world space. | |
spaceTransform | 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 |
public IsLocalRayOriginInMesh ( Ray &ray, |
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ray | Ray | Ray in the local space of the shape to test. |
hit | The first hit against the mesh, if any. | |
Résultat | bool |
public MobileMeshShape ( Vector3 vertices, int indices, |
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vertices | Vector3 | Vertices of the mesh. |
indices | int | Indices of the mesh. |
localTransform | Local transform to apply to the shape. | |
solidity | MobileMeshSolidity | Solidity state of the shape. |
Résultat | BEPUphysics.DataStructures |
public MobileMeshShape ( Vector3 vertices, int indices, |
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vertices | Vector3 | Vertices of the mesh. |
indices | int | Indices of the mesh. |
localTransform | Local transform to apply to the shape. | |
solidity | MobileMeshSolidity | Solidity state of the shape. |
distributionInfo | Information computed about the shape during construction. | |
Résultat | BEPUphysics.DataStructures |