C# 클래스 BEPUphysics.BroadPhaseEntries.MobileCollidables.CompoundCollidable

Collidable used by compound shapes.
상속: EntityCollidable
파일 보기 프로젝트 열기: Indiefreaks/igf 1 사용 예제들

공개 메소드들

메소드 설명
CompoundCollidable ( CompoundShape compoundShape ) : System.Collections.Generic

Constructs a new CompoundCollidable.

CompoundCollidable ( IList children ) : System.Collections.Generic

Constructs a compound collidable using additional information about the shapes in the compound.

CompoundCollidable ( IList children, Vector3 &center ) : System.Collections.Generic

Constructs a compound collidable using additional information about the shapes in the compound.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayCastResult &result ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayHit &rayHit ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayHit &hit, CompoundChild &hitChild ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayCastResult &result ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayHit &rayHit ) : bool

Casts a convex shape against the collidable.

ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayHit &hit, CompoundChild &hitChild ) : bool

Casts a convex shape against the collidable.

RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayCastResult &rayHit ) : bool

Tests a ray against the compound.

RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayHit &rayHit ) : bool

Tests a ray against the collidable.

RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayHit &rayHit, CompoundChild &hitChild ) : bool

Tests a ray against the collidable.

RayCast ( Ray ray, float maximumLength, RayCastResult &rayHit ) : bool

Tests a ray against the compound.

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

Tests a ray against the collidable.

RayCast ( Ray ray, float maximumLength, RayHit &rayHit, CompoundChild &hitChild ) : bool

Tests a ray against the collidable.

UpdateWorldTransform ( Vector3 &position, Microsoft.Xna.Framework.Quaternion &orientation ) : void

Updates the world transform of the collidable.

보호된 메소드들

메소드 설명
OnEntityChanged ( ) : void
UpdateBoundingBoxInternal ( float dt ) : void

비공개 메소드들

메소드 설명
CompoundCollidable ( ) : System.Collections.Generic
GetChild ( CompoundChildData data, int index ) : CompoundChild
GetChild ( CompoundShapeEntry entry, int index ) : CompoundChild

메소드 상세

CompoundCollidable() 공개 메소드

Constructs a new CompoundCollidable.
public CompoundCollidable ( CompoundShape compoundShape ) : System.Collections.Generic
compoundShape BEPUphysics.CollisionShapes.CompoundShape Compound shape to use for the collidable.
리턴 System.Collections.Generic

CompoundCollidable() 공개 메소드

Constructs a compound collidable using additional information about the shapes in the compound.
public CompoundCollidable ( IList children ) : System.Collections.Generic
children IList Data representing the children of the compound collidable.
리턴 System.Collections.Generic

CompoundCollidable() 공개 메소드

Constructs a compound collidable using additional information about the shapes in the compound.
public CompoundCollidable ( IList children, Vector3 &center ) : System.Collections.Generic
children IList Data representing the children of the compound collidable.
center Vector3 Location computed to be the center of the compound object.
리턴 System.Collections.Generic

ConvexCast() 공개 메소드

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayCastResult &result ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep Vector3 Sweep to apply to the shape.
filter bool>.Func Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts.
result RayCastResult Data and hit object from the first impact, if any.
리턴 bool

ConvexCast() 공개 메소드

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayHit &rayHit ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep Vector3 Sweep to apply to the shape.
filter bool>.Func Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts.
rayHit BEPUutilities.RayHit Hit data, if any.
리턴 bool

ConvexCast() 공개 메소드

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, bool>.Func filter, RayHit &hit, CompoundChild &hitChild ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep Vector3 Sweep to apply to the shape.
filter bool>.Func Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts.
hit BEPUutilities.RayHit Hit data, if any.
hitChild CompoundChild Child hit by the cast.
리턴 bool

ConvexCast() 공개 메소드

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayCastResult &result ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep Vector3 Sweep to apply to the shape.
result RayCastResult Data and hit object from the first impact, if any.
리턴 bool

ConvexCast() 공개 메소드

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayHit &rayHit ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep Vector3 Sweep to apply to the shape.
rayHit BEPUutilities.RayHit Hit data, if any.
리턴 bool

ConvexCast() 공개 메소드

Casts a convex shape against the collidable.
public ConvexCast ( CollisionShapes castShape, RigidTransform &startingTransform, Vector3 &sweep, RayHit &hit, CompoundChild &hitChild ) : bool
castShape CollisionShapes Shape to cast.
startingTransform BEPUutilities.RigidTransform Initial transform of the shape.
sweep Vector3 Sweep to apply to the shape.
hit BEPUutilities.RayHit Hit data, if any.
hitChild CompoundChild Child hit by the cast.
리턴 bool

OnEntityChanged() 보호된 메소드

protected OnEntityChanged ( ) : void
리턴 void

RayCast() 공개 메소드

Tests a ray against the compound.
public RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayCastResult &rayHit ) : bool
ray Ray Ray to test.
maximumLength float Maximum length, in units of the ray's direction's length, to test.
filter bool>.Func Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts.
rayHit RayCastResult Hit data and the hit child collidable, if any.
리턴 bool

RayCast() 공개 메소드

Tests a ray against the collidable.
public RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayHit &rayHit ) : bool
ray Ray Ray to test.
maximumLength float Maximum length, in units of the ray's direction's length, to test.
filter bool>.Func Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts.
rayHit BEPUutilities.RayHit Hit location of the ray on the collidable, if any.
리턴 bool

RayCast() 공개 메소드

Tests a ray against the collidable.
public RayCast ( Ray ray, float maximumLength, bool>.Func filter, RayHit &rayHit, CompoundChild &hitChild ) : bool
ray Ray Ray to test.
maximumLength float Maximum length, in units of the ray's direction's length, to test.
filter bool>.Func Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts.
rayHit BEPUutilities.RayHit Hit location of the ray on the collidable, if any.
hitChild CompoundChild Child hit by the ray.
리턴 bool

RayCast() 공개 메소드

Tests a ray against the compound.
public RayCast ( Ray ray, float maximumLength, RayCastResult &rayHit ) : bool
ray Ray Ray to test.
maximumLength float Maximum length, in units of the ray's direction's length, to test.
rayHit RayCastResult Hit data and the hit child collidable, if any.
리턴 bool

RayCast() 공개 메소드

Tests a ray against the collidable.
public RayCast ( Ray ray, float maximumLength, RayHit &rayHit ) : bool
ray 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 collidable, if any.
리턴 bool

RayCast() 공개 메소드

Tests a ray against the collidable.
public RayCast ( Ray ray, float maximumLength, RayHit &rayHit, CompoundChild &hitChild ) : bool
ray Ray Ray to test.
maximumLength float Maximum length, in units of the ray's direction's length, to test.
rayHit BEPUutilities.RayHit Hit data, if any.
hitChild CompoundChild Child collidable hit by the ray, if any.
리턴 bool

UpdateBoundingBoxInternal() 보호된 메소드

protected UpdateBoundingBoxInternal ( float dt ) : void
dt float
리턴 void

UpdateWorldTransform() 공개 메소드

Updates the world transform of the collidable.
public UpdateWorldTransform ( Vector3 &position, Microsoft.Xna.Framework.Quaternion &orientation ) : void
position Vector3 Position to use for the calculation.
orientation Microsoft.Xna.Framework.Quaternion Orientation to use for the calculation.
리턴 void