Method | Description | |
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GetBoundingBox ( |
Constructs the bounding box of the terrain given a transform.
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GetLocalPosition ( int i, int j, Vector3 &v ) : void |
Gets the position of a vertex at the given indices in local space.
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GetNormal ( int i, int j, |
Gets the world space normal at the given indices.
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GetOverlaps ( BoundingBox localSpaceBoundingBox, RawList |
Gets overlapped triangles with the terrain shape with a bounding box in the local space of the shape.
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GetOverlaps ( BoundingBox localBoundingBox, RawList |
Gets overlapped triangles with the terrain shape with a bounding box in the local space of the shape.
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GetPosition ( int i, int j, |
Gets the world space position of a vertex in the terrain at the given indices.
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GetTriangle ( TriangleMeshConvexContactManifold &indices, |
Gets a world space triangle in the terrain at the given indices (as if it were a mesh).
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GetTriangle ( int index, AffineTransform &transform, Vector3 &a, Vector3 &b, Vector3 &c ) : void |
Gets a world space triangle in the terrain at the given triangle index.
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RayCast ( Ray &ray, float maximumLength, AffineTransform &transform, RayHit &hit ) : bool |
Tests a ray against the terrain shape.
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RayCast ( Ray &ray, float maximumLength, AffineTransform &transform, TriangleSidedness sidedness, RayHit &hit ) : bool |
Tests a ray against the terrain shape.
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TerrainShape ( float heights ) : System |
Constructs a TerrainShape.
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TerrainShape ( float heights, QuadTriangleOrganization triangleOrganization ) : System |
Constructs a TerrainShape.
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public GetBoundingBox ( |
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transform | Transform to apply to the terrain during the bounding box calculation. | |
boundingBox | BoundingBox | Bounding box of the terrain shape when transformed. |
return | void |
public GetLocalPosition ( int i, int j, Vector3 &v ) : void | ||
i | int | Index in the first dimension. |
j | int | Index in the second dimension. |
v | Vector3 | Local space position at the given vertice.s |
return | void |
public GetNormal ( int i, int j, |
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i | int | Index in the first dimension. |
j | int | Index in the second dimension. |
transform | Transform to apply to the terrain while computing the normal. | |
normal | Vector3 | World space normal at the given indices. |
return | void |
public GetOverlaps ( BoundingBox localSpaceBoundingBox, RawList |
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localSpaceBoundingBox | BoundingBox | Bounding box in the local space of the terrain shape. |
overlappedTriangles | RawList |
Triangles whose bounding boxes overlap the input bounding box. |
return | bool |
public GetOverlaps ( BoundingBox localBoundingBox, RawList |
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localBoundingBox | BoundingBox | Bounding box in the local space of the terrain shape. |
overlappedElements | RawList |
Indices of elements whose bounding boxes overlap the input bounding box. |
return | bool |
public GetPosition ( int i, int j, |
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i | int | Index in the first dimension. |
j | int | Index in the second dimension. |
transform | Transform to apply to the vertex. | |
position | Vector3 | Transformed position of the vertex at the given indices. |
return | void |
public GetTriangle ( TriangleMeshConvexContactManifold &indices, |
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indices | TriangleMeshConvexContactManifold | Indices of the triangle. |
transform | Transform to apply to the triangle vertices. | |
a | Vector3 | First vertex of the triangle. |
b | Vector3 | Second vertex of the triangle. |
c | Vector3 | Third vertex of the triangle. |
return | void |
public GetTriangle ( int index, AffineTransform &transform, Vector3 &a, Vector3 &b, Vector3 &c ) : void | ||
index | int | Index of the triangle. |
transform | AffineTransform | Transform to apply to the triangle vertices. |
a | Vector3 | First vertex of the triangle. |
b | Vector3 | Second vertex of the triangle. |
c | Vector3 | Third vertex of the triangle. |
return | void |
public RayCast ( Ray &ray, float maximumLength, AffineTransform &transform, RayHit &hit ) : bool | ||
ray | Ray | Ray to test against the shape. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
transform | AffineTransform | Transform to apply to the terrain shape during the test. |
hit | RayHit | Hit data of the ray cast, if any. |
return | bool |
public RayCast ( Ray &ray, float maximumLength, AffineTransform &transform, TriangleSidedness sidedness, RayHit &hit ) : bool | ||
ray | Ray | Ray to test against the shape. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
transform | AffineTransform | Transform to apply to the terrain shape during the test. |
sidedness | TriangleSidedness | Sidedness of the triangles to use when raycasting. |
hit | RayHit | Hit data of the ray cast, if any. |
return | bool |
public TerrainShape ( float heights ) : System | ||
heights | float | Heights array used for the shape. |
return | System |
public TerrainShape ( float heights, QuadTriangleOrganization triangleOrganization ) : System | ||
heights | float | Heights array used for the shape. |
triangleOrganization | QuadTriangleOrganization | Triangle organization of each quad. |
return | System |