메소드 | 설명 | |
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ComputeCenter ( ) : System.Vector3 |
Computes the center of the shape. This can be considered its center of mass.
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ComputeCenter ( float &volume ) : System.Vector3 |
Computes the center of the shape. This can be considered its center of mass. This calculation is often associated with the volume calculation, which is given by this method as well.
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ComputeMaximumRadius ( ) : float |
Computes the maximum radius of the shape. This is often larger than the actual maximum radius; it is simply an approximation that avoids underestimating.
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ComputeMinimumRadius ( ) : float |
Computes the minimum radius of the shape. This is often smaller than the actual minimum radius; it is simply an approximation that avoids overestimating.
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ComputeVolume ( ) : float |
Computes the volume of the shape.
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ComputeVolumeDistribution ( float &volume ) : |
Computes the volume distribution of the shape as well as its volume. The volume distribution can be used to compute inertia tensors when paired with mass and other tuning factors.
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GetBoundingBox ( |
Gets the bounding box of the shape given a transform.
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GetCollidableInstance ( ) : |
Retrieves an instance of an EntityCollidable that uses this EntityShape. Mainly used by compound bodies.
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GetLocalExtremePointWithoutMargin ( System.Vector3 &direction, System.Vector3 &extremePoint ) : void |
Gets the extreme point of the shape in local space in a given direction.
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GetLocalNormal ( ) : System.Vector3 |
Gets the normal of the triangle shape in its local space.
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GetNormal ( |
Gets the normal of the triangle in world space.
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RayTest ( BEPUutilities.Ray &ray, |
Gets the intersection between the triangle and the ray.
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ToString ( ) : string |
Returns a T:System.String that represents the current T:System.Object.
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TriangleShape ( ) : System |
Constructs a triangle shape without initializing it. This is useful for systems that re-use a triangle shape repeatedly.
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TriangleShape ( System.Vector3 vA, System.Vector3 vB, System.Vector3 vC ) : System |
Constructs a triangle shape. The vertices will be recentered. If the center is needed, use the other constructor.
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TriangleShape ( System.Vector3 vA, System.Vector3 vB, System.Vector3 vC, System.Vector3 ¢er ) : System |
Constructs a triangle shape. The vertices will be recentered.
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public ComputeCenter ( float &volume ) : System.Vector3 | ||
volume | float | Volume of the shape. |
리턴 | System.Vector3 |
public ComputeVolumeDistribution ( float &volume ) : |
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volume | float | Volume of the shape. |
리턴 |
public GetBoundingBox ( |
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shapeTransform | Transform to use. | |
boundingBox | BEPUutilities.BoundingBox | Bounding box of the transformed shape. |
리턴 | void |
public GetCollidableInstance ( ) : |
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리턴 |
public GetLocalExtremePointWithoutMargin ( System.Vector3 &direction, System.Vector3 &extremePoint ) : void | ||
direction | System.Vector3 | Direction to find the extreme point in. |
extremePoint | System.Vector3 | Extreme point on the shape. |
리턴 | void |
public GetNormal ( |
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transform | World transform. | |
리턴 | System.Vector3 |
public RayTest ( BEPUutilities.Ray &ray, |
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ray | BEPUutilities.Ray | Ray to test against the triangle. |
transform | Transform to apply to the triangle shape for the test. | |
maximumLength | float | Maximum distance to travel in units of the direction vector's length. |
hit | Hit data of the ray cast, if any. | |
리턴 | bool |
public TriangleShape ( System.Vector3 vA, System.Vector3 vB, System.Vector3 vC ) : System | ||
vA | System.Vector3 | First vertex in the triangle. |
vB | System.Vector3 | Second vertex in the triangle. |
vC | System.Vector3 | Third vertex in the triangle. |
리턴 | System |
public TriangleShape ( System.Vector3 vA, System.Vector3 vB, System.Vector3 vC, System.Vector3 ¢er ) : System | ||
vA | System.Vector3 | First vertex in the triangle. |
vB | System.Vector3 | Second vertex in the triangle. |
vC | System.Vector3 | Third vertex in the triangle. |
center | System.Vector3 | Computed center of the triangle. |
리턴 | System |