C# 클래스 BEPUphysics.Vehicle.CylinderCastWheelShape

Uses a cylinder cast as the shape of a wheel.
상속: WheelShape
파일 보기 프로젝트 열기: Indiefreaks/igf

공개 메소드들

메소드 설명
CylinderCastWheelShape ( float radius, float width, Microsoft.Xna.Framework.Quaternion localWheelOrientation, Matrix localGraphicTransform, bool includeSteeringTransformInCast ) : BEPUphysics.BroadPhaseEntries

Creates a new cylinder cast based wheel shape.

UpdateWorldTransform ( ) : void

Updates the wheel's world transform for graphics. Called automatically by the owning wheel at the end of each frame. If the engine is updating asynchronously, you can call this inside of a space read buffer lock and update the wheel transforms safely.

보호된 메소드들

메소드 설명
FindSupport ( Microsoft.Xna.Framework.Vector3 &location, Microsoft.Xna.Framework.Vector3 &normal, float &suspensionLength, Collidable &supportingCollidable, Entity &entity, BEPUphysics.Materials.Material &material ) : bool

Finds a supporting entity, the contact location, and the contact normal.

Initialize ( ) : void

Initializes the detector entity and any other necessary logic.

UpdateDetectorPosition ( ) : void

Updates the position of the detector before each step.

메소드 상세

CylinderCastWheelShape() 공개 메소드

Creates a new cylinder cast based wheel shape.
public CylinderCastWheelShape ( float radius, float width, Microsoft.Xna.Framework.Quaternion localWheelOrientation, Matrix localGraphicTransform, bool includeSteeringTransformInCast ) : BEPUphysics.BroadPhaseEntries
radius float Radius of the wheel.
width float Width of the wheel.
localWheelOrientation Microsoft.Xna.Framework.Quaternion Unsteered orientation of the wheel in the vehicle's local space.
localGraphicTransform Matrix Local graphic transform of the wheel shape. /// This transform is applied first when creating the shape's worldTransform.
includeSteeringTransformInCast bool Whether or not to include the steering transform in the wheel shape cast. If false, the casted wheel shape will always point straight forward. /// If true, it will rotate with steering. Sometimes, setting this to false is helpful when the cast shape would otherwise become exposed when steering.
리턴 BEPUphysics.BroadPhaseEntries

FindSupport() 보호된 메소드

Finds a supporting entity, the contact location, and the contact normal.
protected FindSupport ( Microsoft.Xna.Framework.Vector3 &location, Microsoft.Xna.Framework.Vector3 &normal, float &suspensionLength, Collidable &supportingCollidable, Entity &entity, BEPUphysics.Materials.Material &material ) : bool
location Microsoft.Xna.Framework.Vector3 Contact point between the wheel and the support.
normal Microsoft.Xna.Framework.Vector3 Contact normal between the wheel and the support.
suspensionLength float Length of the suspension at the contact.
supportingCollidable BEPUphysics.BroadPhaseEntries.Collidable Collidable supporting the wheel, if any.
entity BEPUphysics.Entities.Entity Supporting object.
material BEPUphysics.Materials.Material Material of the wheel.
리턴 bool

Initialize() 보호된 메소드

Initializes the detector entity and any other necessary logic.
protected Initialize ( ) : void
리턴 void

UpdateDetectorPosition() 보호된 메소드

Updates the position of the detector before each step.
protected UpdateDetectorPosition ( ) : void
리턴 void

UpdateWorldTransform() 공개 메소드

Updates the wheel's world transform for graphics. Called automatically by the owning wheel at the end of each frame. If the engine is updating asynchronously, you can call this inside of a space read buffer lock and update the wheel transforms safely.
public UpdateWorldTransform ( ) : void
리턴 void