C# Class BEPUphysics.Constraints.JointBasis3D

Defines a three dimensional orthonormal basis used by a constraint.
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Méthodes publiques

Méthode Description
SetLocalAxes ( Matrix3x3 matrix ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis, Matrix3x3 rotationMatrix ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetWorldAxes ( Matrix3x3 matrix ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis, Matrix3x3 rotationMatrix ) : void

Sets up the axes of the transform and ensures that it is an orthonormal basis.

Private Methods

Méthode Description
ComputeWorldSpaceAxes ( ) : void

Method Details

SetLocalAxes() public méthode

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetLocalAxes ( Matrix3x3 matrix ) : void
matrix Matrix3x3 Rotation matrix representing the three axes. /// The matrix's backward vector is used as the primary axis. /// The matrix's right vector is used as the x axis. /// The matrix's up vector is used as the y axis.
Résultat void

SetLocalAxes() public méthode

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis ) : void
primaryAxis Vector3 First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit.
xAxis Vector3 Second axis in the transform.
yAxis Vector3 Third axis in the transform.
Résultat void

SetLocalAxes() public méthode

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetLocalAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis, Matrix3x3 rotationMatrix ) : void
primaryAxis Vector3 First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit.
xAxis Vector3 Second axis in the transform.
yAxis Vector3 Third axis in the transform.
rotationMatrix Matrix3x3 Matrix to use to transform the local axes into world space.
Résultat void

SetWorldAxes() public méthode

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetWorldAxes ( Matrix3x3 matrix ) : void
matrix Matrix3x3 Rotation matrix representing the three axes. /// The matrix's backward vector is used as the primary axis. /// The matrix's right vector is used as the x axis. /// The matrix's up vector is used as the y axis.
Résultat void

SetWorldAxes() public méthode

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis ) : void
primaryAxis Vector3 First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit.
xAxis Vector3 Second axis in the transform.
yAxis Vector3 Third axis in the transform.
Résultat void

SetWorldAxes() public méthode

Sets up the axes of the transform and ensures that it is an orthonormal basis.
public SetWorldAxes ( Vector3 primaryAxis, Vector3 xAxis, Vector3 yAxis, Matrix3x3 rotationMatrix ) : void
primaryAxis Vector3 First axis in the transform. Usually aligned along the main axis of a joint, like the twist axis of a TwistLimit.
xAxis Vector3 Second axis in the transform.
yAxis Vector3 Third axis in the transform.
rotationMatrix Matrix3x3 Matrix to use to transform the local axes into world space.
Résultat void