Méthode | Description | |
---|---|---|
Add ( ISpaceObject spaceObject ) : void |
Adds a space object to the simulation.
|
|
ConvexCast ( |
Casts a convex shape against the space. Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.
|
|
ConvexCast ( |
Casts a convex shape against the space. Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.
|
|
ConvexCast ( |
Casts a convex shape against the space. Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.
|
|
ConvexCast ( |
Casts a convex shape against the space. Convex casts are sensitive to length; avoid extremely long convex casts for better stability and performance.
|
|
Dispose ( ) : void |
Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.
|
|
RayCast ( BEPUutilities.Ray ray, bool>.Func |
Tests a ray against the space.
|
|
RayCast ( BEPUutilities.Ray ray, |
Tests a ray against the space.
|
|
RayCast ( BEPUutilities.Ray ray, float maximumLength, bool>.Func |
Tests a ray against the space, possibly returning multiple hits.
|
|
RayCast ( BEPUutilities.Ray ray, float maximumLength, bool>.Func |
Tests a ray against the space.
|
|
RayCast ( BEPUutilities.Ray ray, float maximumLength, IList |
Tests a ray against the space, possibly returning multiple hits.
|
|
RayCast ( BEPUutilities.Ray ray, float maximumLength, |
Tests a ray against the space.
|
|
Remove ( ISpaceObject spaceObject ) : void |
Removes a space object from the simulation.
|
|
Space ( ) : System |
Constructs a new space for things to live in. Uses the SpecializedThreadManager.
|
|
Space ( IThreadManager threadManager ) : System |
Constructs a new space for things to live in.
|
|
Update ( ) : void |
Performs a single timestep.
|
|
Update ( float dt ) : void |
Performs as many timesteps as necessary to get as close to the elapsed time as possible.
|
Méthode | Description | |
---|---|---|
DoTimeStep ( ) : void |
public Add ( ISpaceObject spaceObject ) : void | ||
spaceObject | ISpaceObject | Space object to add. |
Résultat | void |
public ConvexCast ( |
||
castShape | Shape to cast. | |
startingTransform | Initial transform of the shape. | |
sweep | System.Vector3 | Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance. |
filter | bool>.Func | Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry. |
outputCastResults | IList |
Hit data, if any. |
Résultat | bool |
public ConvexCast ( |
||
castShape | Shape to cast. | |
startingTransform | Initial transform of the shape. | |
sweep | System.Vector3 | Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance. |
filter | bool>.Func | Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry. |
castResult | Hit data, if any. | |
Résultat | bool |
public ConvexCast ( |
||
castShape | Shape to cast. | |
startingTransform | Initial transform of the shape. | |
sweep | System.Vector3 | Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance. |
outputCastResults | IList |
Hit data, if any. |
Résultat | bool |
public ConvexCast ( |
||
castShape | Shape to cast. | |
startingTransform | Initial transform of the shape. | |
sweep | System.Vector3 | Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance. |
castResult | Hit data, if any. | |
Résultat | bool |
public RayCast ( BEPUutilities.Ray ray, bool>.Func |
||
ray | BEPUutilities.Ray | Ray to test. |
filter | bool>.Func | Delegate to prune out hit candidates before performing a ray cast against them. Return true from the filter to process an entry or false to ignore the entry. |
result | Hit data of the ray, if any. | |
Résultat | bool |
public RayCast ( BEPUutilities.Ray ray, |
||
ray | BEPUutilities.Ray | Ray to test. |
result | Hit data of the ray, if any. | |
Résultat | bool |
public RayCast ( BEPUutilities.Ray ray, float maximumLength, bool>.Func |
||
ray | BEPUutilities.Ray | Ray to test. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
filter | bool>.Func | Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry. |
outputRayCastResults | IList |
Hit data of the ray, if any. |
Résultat | bool |
public RayCast ( BEPUutilities.Ray ray, float maximumLength, bool>.Func |
||
ray | BEPUutilities.Ray | Ray to test. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
filter | bool>.Func | Delegate to prune out hit candidates before performing a ray cast against them. Return true from the filter to process an entry or false to ignore the entry. |
result | Hit data of the ray, if any. | |
Résultat | bool |
public RayCast ( BEPUutilities.Ray ray, float maximumLength, IList |
||
ray | BEPUutilities.Ray | Ray to test. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
outputRayCastResults | IList |
Hit data of the ray, if any. |
Résultat | bool |
public RayCast ( BEPUutilities.Ray ray, float maximumLength, |
||
ray | BEPUutilities.Ray | Ray to test. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
result | Hit data of the ray, if any. | |
Résultat | bool |
public Remove ( ISpaceObject spaceObject ) : void | ||
spaceObject | ISpaceObject | Space object to remove. |
Résultat | void |
public Space ( IThreadManager threadManager ) : System | ||
threadManager | IThreadManager | Thread manager to use with the space. |
Résultat | System |
public Update ( float dt ) : void | ||
dt | float | Elapsed time from the previous frame. |
Résultat | void |