C# Class BEPUphysics.BroadPhaseEntries.StaticMesh

Unmoving, collidable triangle mesh.
The acceleration structure for the mesh is created individually for each StaticMesh; if you want to create many meshes of the same model, consider using the InstancedMesh.
Inheritance: StaticCollidable
ファイルを表示 Open project: Indiefreaks/igf Class Usage Examples

Protected Properties

Property Type Description
events ContactEventManager

Public Methods

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

Casts a convex shape against the collidable.

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

Tests a ray against the entry.

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

Tests a ray against the mesh.

StaticMesh ( System.Vector3 vertices, int indices ) : System

Constructs a new static mesh.

StaticMesh ( System.Vector3 vertices, int indices, AffineTransform worldTransform ) : System

Constructs a new static mesh.

UpdateBoundingBox ( ) : void

Updates the bounding box to the current state of the entry.

Protected Methods

Method Description
OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape collisionShape ) : void

Method Details

ConvexCast() public method

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

OnShapeChanged() protected method

protected OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape collisionShape ) : void
collisionShape BEPUphysics.CollisionShapes.CollisionShape
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

RayCast() public method

Tests a ray against the mesh.
public RayCast ( BEPUutilities.Ray ray, float maximumLength, TriangleSidedness sidedness, RayHit &rayHit ) : bool
ray BEPUutilities.Ray Ray to test.
maximumLength float Maximum length to test in units of the ray direction's length.
sidedness TriangleSidedness Sidedness to use when raycasting. Doesn't have to be the same as the mesh's own sidedness.
rayHit BEPUutilities.RayHit Data about the ray's intersection with the mesh, if any.
return bool

StaticMesh() public method

Constructs a new static mesh.
public StaticMesh ( System.Vector3 vertices, int indices ) : System
vertices System.Vector3 Vertex positions of the mesh.
indices int Index list of the mesh.
return System

StaticMesh() public method

Constructs a new static mesh.
public StaticMesh ( System.Vector3 vertices, int indices, AffineTransform worldTransform ) : System
vertices System.Vector3 Vertex positions of the mesh.
indices int Index list of the mesh.
worldTransform BEPUutilities.AffineTransform Transform to use to create the mesh initially.
return System

UpdateBoundingBox() public method

Updates the bounding box to the current state of the entry.
public UpdateBoundingBox ( ) : void
return void

Property Details

events protected_oe property

protected ContactEventManager events
return ContactEventManager