C# Class BEPUphysics.BroadPhaseEntries.Terrain

Heightfield-based unmovable collidable object.
Inheritance: StaticCollidable
Mostra file Open project: Indiefreaks/igf Class Usage Examples

Protected Properties

Property Type Description
events ContactEventManager

Public Methods

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

Casts a convex shape against the collidable.

GetNormal ( int i, int j, System.Vector3 &normal ) : void

Gets the normal of a vertex at the given indices.

GetPosition ( int i, int j, System.Vector3 &position ) : void

Gets the position of a vertex at the given indices.

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

Tests a ray against the entry.

Terrain ( TerrainShape shape, AffineTransform worldTransform ) : System

Constructs a new Terrain.

Terrain ( float heights, AffineTransform worldTransform ) : System

Constructs a new Terrain.

UpdateBoundingBox ( ) : void

Updates the bounding box of the terrain.

Method Details

ConvexCast() public method

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, System.Vector3 &sweep, RayHit &hit ) : bool
castShape CollisionShapes 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.
return bool

GetNormal() public method

Gets the normal of a vertex at the given indices.
public GetNormal ( int i, int j, System.Vector3 &normal ) : void
i int First dimension index into the heightmap array.
j int Second dimension index into the heightmap array.
normal System.Vector3 Normal at the given indices.
return void

GetPosition() public method

Gets the position of a vertex at the given indices.
public GetPosition ( int i, int j, System.Vector3 &position ) : void
i int First dimension index into the heightmap array.
j int Second dimension index into the heightmap array.
position System.Vector3 Position at the given indices.
return void

RayCast() public method

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.
return bool

Terrain() public method

Constructs a new Terrain.
public Terrain ( TerrainShape shape, AffineTransform worldTransform ) : System
shape BEPUphysics.CollisionShapes.TerrainShape Shape to use for the terrain.
worldTransform BEPUutilities.AffineTransform Transform to use for the terrain.
return System

Terrain() public method

Constructs a new Terrain.
public Terrain ( float heights, AffineTransform worldTransform ) : System
heights float Height data to use to create the TerrainShape.
worldTransform BEPUutilities.AffineTransform Transform to use for the terrain.
return System

UpdateBoundingBox() public method

Updates the bounding box of the terrain.
public UpdateBoundingBox ( ) : void
return void

Property Details

events protected_oe property

protected ContactEventManager events
return ContactEventManager