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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. |
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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. |
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? |
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? |