C# 클래스 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.
상속: StaticCollidable
파일 보기 프로젝트 열기: Indiefreaks/igf 1 사용 예제들

보호된 프로퍼티들

프로퍼티 타입 설명
events ContactEventManager

공개 메소드들

메소드 설명
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.

보호된 메소드들

메소드 설명
OnShapeChanged ( BEPUphysics.CollisionShapes.CollisionShape collisionShape ) : void

메소드 상세

ConvexCast() 공개 메소드

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.
리턴 bool

OnShapeChanged() 보호된 메소드

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

RayCast() 공개 메소드

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.
리턴 bool

RayCast() 공개 메소드

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.
리턴 bool

StaticMesh() 공개 메소드

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.
리턴 System

StaticMesh() 공개 메소드

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.
리턴 System

UpdateBoundingBox() 공개 메소드

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

프로퍼티 상세

events 보호되어 있는 프로퍼티

protected ContactEventManager events
리턴 ContactEventManager