C# 클래스 BEPUphysics.BroadPhaseEntries.MobileCollidables.EntityCollidable

Mobile collidable acting as a collision proxy for an entity.
상속: BEPUphysics.BroadPhaseEntries.MobileCollidables.MobileCollidable
파일 보기 프로젝트 열기: Indiefreaks/igf 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
entity Entity
events ContactEventManager
localPosition System.Vector3
worldTransform BEPUutilities.RigidTransform

공개 메소드들

메소드 설명
UpdateBoundingBox ( ) : void

Updates the bounding box of the mobile collidable according to the associated entity's current state. Do not use this if the EntityCollidable does not have an associated entity; consider using UpdateBoundingBoxForTransform instead.

UpdateBoundingBox ( float dt ) : void

Updates the bounding box of the mobile collidable according to the associated entity's current state. Do not use this if the EntityCollidable does not have an associated entity; consider using UpdateBoundingBoxForTransform instead.

UpdateBoundingBoxForTransform ( RigidTransform &transform ) : void

Updates the collidable's world transform and bounding box. This is a convenience method for external modification of the collidable's data.

UpdateBoundingBoxForTransform ( RigidTransform &transform, float dt ) : void

Updates the collidable's world transform and bounding box. The transform provided will be offset by the collidable's LocalPosition to get the shape transform. This is a convenience method for external modification of the collidable's data.

UpdateWorldTransform ( System.Vector3 &position, Quaternion &orientation ) : void

Updates the world transform of the shape using the given position and orientation. The world transform of the shape is offset from the given position and orientation by the collidable's LocalPosition.

보호된 메소드들

메소드 설명
CollisionRulesUpdated ( ) : void
EntityCollidable ( ) : BEPUphysics.BroadPhaseEntries.Events
EntityCollidable ( EntityShape shape ) : BEPUphysics.BroadPhaseEntries.Events
OnEntityChanged ( ) : void
UpdateBoundingBoxInternal ( float dt ) : void

비공개 메소드들

메소드 설명
ExpandBoundingBox ( BEPUutilities.BoundingBox &boundingBox, float dt ) : void

메소드 상세

CollisionRulesUpdated() 보호된 메소드

protected CollisionRulesUpdated ( ) : void
리턴 void

EntityCollidable() 보호된 메소드

protected EntityCollidable ( ) : BEPUphysics.BroadPhaseEntries.Events
리턴 BEPUphysics.BroadPhaseEntries.Events

EntityCollidable() 보호된 메소드

protected EntityCollidable ( EntityShape shape ) : BEPUphysics.BroadPhaseEntries.Events
shape BEPUphysics.CollisionShapes.EntityShape
리턴 BEPUphysics.BroadPhaseEntries.Events

OnEntityChanged() 보호된 메소드

protected OnEntityChanged ( ) : void
리턴 void

UpdateBoundingBox() 공개 메소드

Updates the bounding box of the mobile collidable according to the associated entity's current state. Do not use this if the EntityCollidable does not have an associated entity; consider using UpdateBoundingBoxForTransform instead.
public UpdateBoundingBox ( ) : void
리턴 void

UpdateBoundingBox() 공개 메소드

Updates the bounding box of the mobile collidable according to the associated entity's current state. Do not use this if the EntityCollidable does not have an associated entity; consider using UpdateBoundingBoxForTransform instead.
public UpdateBoundingBox ( float dt ) : void
dt float Timestep with which to update the bounding box.
리턴 void

UpdateBoundingBoxForTransform() 공개 메소드

Updates the collidable's world transform and bounding box. This is a convenience method for external modification of the collidable's data.
public UpdateBoundingBoxForTransform ( RigidTransform &transform ) : void
transform BEPUutilities.RigidTransform Transform to use for the collidable.
리턴 void

UpdateBoundingBoxForTransform() 공개 메소드

Updates the collidable's world transform and bounding box. The transform provided will be offset by the collidable's LocalPosition to get the shape transform. This is a convenience method for external modification of the collidable's data.
public UpdateBoundingBoxForTransform ( RigidTransform &transform, float dt ) : void
transform BEPUutilities.RigidTransform Transform to use for the collidable.
dt float Duration of the simulation time step. Used to expand the /// bounding box using the owning entity's velocity. If the collidable /// does not have an owning entity, this must be zero.
리턴 void

UpdateBoundingBoxInternal() 보호된 추상적인 메소드

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

UpdateWorldTransform() 공개 메소드

Updates the world transform of the shape using the given position and orientation. The world transform of the shape is offset from the given position and orientation by the collidable's LocalPosition.
public UpdateWorldTransform ( System.Vector3 &position, Quaternion &orientation ) : void
position System.Vector3 Position to use for the calculation.
orientation Quaternion Orientation to use for the calculation.
리턴 void

프로퍼티 상세

entity 보호되어 있는 프로퍼티

protected Entity entity
리턴 Entity

events 보호되어 있는 프로퍼티

protected ContactEventManager events
리턴 ContactEventManager

localPosition 보호되어 있는 프로퍼티

protected Vector3,System localPosition
리턴 System.Vector3

worldTransform 보호되어 있는 프로퍼티

protected RigidTransform,BEPUutilities worldTransform
리턴 BEPUutilities.RigidTransform