C# 클래스 Protogame.DefaultCollision

The default implementation of ICollision.
상속: ICollision
파일 보기 프로젝트 열기: RedpointGames/Protogame

공개 메소드들

메소드 설명
CollidesWithTriangle ( Microsoft.Xna.Framework.Ray ray, Vector3 vert0, Vector3 vert1, Vector3 vert2, float &distance, bool testCulling = true ) : Vector3?

Detect the location at which the specified ray intersects with the triangle.

This calculates whether the ray intersects with the triangle defined by 3 points, and if so, the precise location at which it intersects. This method can be used to perform accurate collision detection against models.

CollidesWithTriangle ( Microsoft.Xna.Framework.Ray ray, Vector3 trianglePoints, float &distance, bool testCulling = true ) : Vector3?

Detect the location at which the specified ray intersects with the triangle.

This calculates whether the ray intersects with the triangle defined by 3 points, and if so, the precise location at which it intersects. This method can be used to perform accurate collision detection against models.

메소드 상세

CollidesWithTriangle() 공개 메소드

Detect the location at which the specified ray intersects with the triangle.
This calculates whether the ray intersects with the triangle defined by 3 points, and if so, the precise location at which it intersects. This method can be used to perform accurate collision detection against models.
public CollidesWithTriangle ( Microsoft.Xna.Framework.Ray ray, Vector3 vert0, Vector3 vert1, Vector3 vert2, float &distance, bool testCulling = true ) : Vector3?
ray Microsoft.Xna.Framework.Ray /// The ray to check. ///
vert0 Vector3 /// The first vertex of the triangle. ///
vert1 Vector3 /// The second vertex of the triangle. ///
vert2 Vector3 /// The third vertex of the triangle. ///
distance float /// If the ray collides, this is set to the distance from the ray's position along it's direction /// to the collision point. ///
testCulling bool /// Whether to take culling into account when performing the collision test. ///
리턴 Vector3?

CollidesWithTriangle() 공개 메소드

Detect the location at which the specified ray intersects with the triangle.
This calculates whether the ray intersects with the triangle defined by 3 points, and if so, the precise location at which it intersects. This method can be used to perform accurate collision detection against models.
public CollidesWithTriangle ( Microsoft.Xna.Framework.Ray ray, Vector3 trianglePoints, float &distance, bool testCulling = true ) : Vector3?
ray Microsoft.Xna.Framework.Ray /// The ray to check. ///
trianglePoints Vector3 /// The 3 points of the triangle. ///
distance float /// If the ray collides, this is set to the distance from the ray's position along it's direction /// to the collision point. ///
testCulling bool /// Whether to take culling into account when performing the collision test. ///
리턴 Vector3?