C# 클래스 BEPUphysics.CollisionShapes.MobileMeshShape

Local space data associated with a mobile mesh. This contains a hierarchy and all the other heavy data needed by an MobileMesh.
상속: EntityShape
파일 보기 프로젝트 열기: Indiefreaks/igf 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
MeshHitUniquenessThreshold float

공개 메소드들

메소드 설명
ComputeDistributionInformation ( ShapeDistributionInformation &shapeInfo ) : void

Computes the volume, center of mass, and volume distribution of the shape.

GetBoundingBox ( RigidTransform &shapeTransform, BoundingBox &boundingBox ) : void

Computes the bounding box of the transformed mesh shape.

GetCollidableInstance ( ) : BroadPhaseEntries.MobileCollidables.EntityCollidable
GetLocalBoundingBox ( RigidTransform &shapeTransform, AffineTransform &spaceTransform, BoundingBox &boundingBox ) : void

Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.

GetSweptLocalBoundingBox ( RigidTransform &shapeTransform, AffineTransform &spaceTransform, Vector3 &sweep, BoundingBox &boundingBox ) : void

Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.

IsLocalRayOriginInMesh ( Ray &ray, RayHit &hit ) : bool

Tests to see if a ray's origin is contained within the mesh. If it is, the hit location is found. If it isn't, the hit location is still valid if a hit occurred. If the origin isn't inside and there was no hit, the hit has a T value of float.MaxValue.

MobileMeshShape ( Vector3 vertices, int indices, AffineTransform localTransform, MobileMeshSolidity solidity ) : BEPUphysics.DataStructures

Constructs a new mobile mesh shape.

MobileMeshShape ( Vector3 vertices, int indices, AffineTransform localTransform, MobileMeshSolidity solidity, ShapeDistributionInformation &distributionInfo ) : BEPUphysics.DataStructures

Constructs a new mobile mesh shape.

비공개 메소드들

메소드 설명
ComputeShapeInformation ( TransformableMeshData data, ShapeDistributionInformation &shapeInformation ) : void
ComputeSolidSidedness ( ) : void
ComputeSolidSidednessHelper ( Ray ray ) : TriangleSidedness
GetBoundingBox ( Matrix3x3 &o, BoundingBox &boundingBox ) : void
IsHitUnique ( RawList hits, RayHit &hit ) : bool

메소드 상세

ComputeDistributionInformation() 공개 메소드

Computes the volume, center of mass, and volume distribution of the shape.
public ComputeDistributionInformation ( ShapeDistributionInformation &shapeInfo ) : void
shapeInfo ShapeDistributionInformation Data about the shape.
리턴 void

GetBoundingBox() 공개 메소드

Computes the bounding box of the transformed mesh shape.
public GetBoundingBox ( RigidTransform &shapeTransform, BoundingBox &boundingBox ) : void
shapeTransform BEPUutilities.RigidTransform Transform to apply to the shape during the bounding box calculation.
boundingBox BoundingBox Bounding box containing the transformed mesh shape.
리턴 void

GetCollidableInstance() 공개 메소드

public GetCollidableInstance ( ) : BroadPhaseEntries.MobileCollidables.EntityCollidable
리턴 BroadPhaseEntries.MobileCollidables.EntityCollidable

GetLocalBoundingBox() 공개 메소드

Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.
public GetLocalBoundingBox ( RigidTransform &shapeTransform, AffineTransform &spaceTransform, BoundingBox &boundingBox ) : void
shapeTransform BEPUutilities.RigidTransform Transform to use to put the shape into world space.
spaceTransform BEPUutilities.AffineTransform Used as the frame of reference to compute the bounding box. /// In effect, the shape is transformed by the inverse of the space transform to compute its bounding box in local space.
boundingBox BoundingBox Bounding box in the local space.
리턴 void

GetSweptLocalBoundingBox() 공개 메소드

Gets the bounding box of the mesh transformed first into world space, and then into the local space of another affine transform.
public GetSweptLocalBoundingBox ( RigidTransform &shapeTransform, AffineTransform &spaceTransform, Vector3 &sweep, BoundingBox &boundingBox ) : void
shapeTransform BEPUutilities.RigidTransform Transform to use to put the shape into world space.
spaceTransform BEPUutilities.AffineTransform Used as the frame of reference to compute the bounding box. /// In effect, the shape is transformed by the inverse of the space transform to compute its bounding box in local space.
sweep Vector3 World space sweep direction to transform and add to the bounding box.
boundingBox BoundingBox Bounding box in the local space.
리턴 void

IsLocalRayOriginInMesh() 공개 메소드

Tests to see if a ray's origin is contained within the mesh. If it is, the hit location is found. If it isn't, the hit location is still valid if a hit occurred. If the origin isn't inside and there was no hit, the hit has a T value of float.MaxValue.
public IsLocalRayOriginInMesh ( Ray &ray, RayHit &hit ) : bool
ray Ray Ray in the local space of the shape to test.
hit BEPUutilities.RayHit The first hit against the mesh, if any.
리턴 bool

MobileMeshShape() 공개 메소드

Constructs a new mobile mesh shape.
public MobileMeshShape ( Vector3 vertices, int indices, AffineTransform localTransform, MobileMeshSolidity solidity ) : BEPUphysics.DataStructures
vertices Vector3 Vertices of the mesh.
indices int Indices of the mesh.
localTransform BEPUutilities.AffineTransform Local transform to apply to the shape.
solidity MobileMeshSolidity Solidity state of the shape.
리턴 BEPUphysics.DataStructures

MobileMeshShape() 공개 메소드

Constructs a new mobile mesh shape.
public MobileMeshShape ( Vector3 vertices, int indices, AffineTransform localTransform, MobileMeshSolidity solidity, ShapeDistributionInformation &distributionInfo ) : BEPUphysics.DataStructures
vertices Vector3 Vertices of the mesh.
indices int Indices of the mesh.
localTransform BEPUutilities.AffineTransform Local transform to apply to the shape.
solidity MobileMeshSolidity Solidity state of the shape.
distributionInfo ShapeDistributionInformation Information computed about the shape during construction.
리턴 BEPUphysics.DataStructures

프로퍼티 상세

MeshHitUniquenessThreshold 공개적으로 정적으로 프로퍼티

The difference in t parameters in a ray cast under which two hits are considered to be redundant.
public static float MeshHitUniquenessThreshold
리턴 float