Method | Description | |
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ComputeCenter ( ) : Vector3 |
Computes the center of the shape. This can be considered its center of mass.
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ComputeCenter ( float &volume ) : Vector3 |
Computes the center of the shape. This can be considered its center of mass. This calculation is often associated with the volume calculation, which is given by this method as well.
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ComputeMaximumRadius ( ) : float |
Computes the maximum radius of the shape. This is often larger than the actual maximum radius; it is simply an approximation that avoids underestimating.
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ComputeMinimumRadius ( ) : float |
Computes the minimum radius of the shape. This is often smaller than the actual minimum radius; it is simply an approximation that avoids overestimating.
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ComputeVolume ( ) : float |
Computes the volume of the shape.
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ComputeVolumeDistribution ( float &volume ) : Matrix3x3 |
Computes the volume distribution of the shape as well as its volume. The volume distribution can be used to compute inertia tensors when paired with mass and other tuning factors.
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GetBoundingBox ( BEPUphysics.MathExtensions.RigidTransform &shapeTransform, Microsoft.Xna.Framework.BoundingBox &boundingBox ) : void |
Gets the bounding box of the shape given a transform.
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GetCollidableInstance ( ) : BEPUphysics.Collidables.MobileCollidables.EntityCollidable |
Retrieves an instance of an EntityCollidable that uses this EntityShape. Mainly used by compound bodies.
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GetLocalExtremePointWithoutMargin ( Vector3 &direction, Vector3 &extremePoint ) : void |
Gets the extreme point of the shape in local space in a given direction.
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RayTest ( Microsoft.Xna.Framework.Ray &ray, BEPUphysics.MathExtensions.RigidTransform &transform, float maximumLength, RayHit &hit ) : bool |
Gets the intersection between the sphere and the ray.
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SphereShape ( float radius ) : System |
Constructs a new sphere shape.
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public ComputeCenter ( float &volume ) : Vector3 | ||
volume | float | Volume of the shape. |
return | Vector3 |
public ComputeVolumeDistribution ( float &volume ) : Matrix3x3 | ||
volume | float | Volume of the shape. |
return | Matrix3x3 |
public GetBoundingBox ( BEPUphysics.MathExtensions.RigidTransform &shapeTransform, Microsoft.Xna.Framework.BoundingBox &boundingBox ) : void | ||
shapeTransform | BEPUphysics.MathExtensions.RigidTransform | Transform to use. |
boundingBox | Microsoft.Xna.Framework.BoundingBox | Bounding box of the transformed shape. |
return | void |
public GetCollidableInstance ( ) : BEPUphysics.Collidables.MobileCollidables.EntityCollidable | ||
return | BEPUphysics.Collidables.MobileCollidables.EntityCollidable |
public GetLocalExtremePointWithoutMargin ( Vector3 &direction, Vector3 &extremePoint ) : void | ||
direction | Vector3 | Direction to find the extreme point in. |
extremePoint | Vector3 | Extreme point on the shape. |
return | void |
public RayTest ( Microsoft.Xna.Framework.Ray &ray, BEPUphysics.MathExtensions.RigidTransform &transform, float maximumLength, RayHit &hit ) : bool | ||
ray | Microsoft.Xna.Framework.Ray | Ray to test against the sphere. |
transform | BEPUphysics.MathExtensions.RigidTransform | Transform applied to the convex for the test. |
maximumLength | float | Maximum distance to travel in units of the ray direction's length. |
hit | RayHit | Ray hit data, if any. |
return | bool |
public SphereShape ( float radius ) : System | ||
radius | float | Radius of the sphere. |
return | System |