Method | Description | |
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AddMesh ( Microsoft.Xna.Framework.Graphics.ModelMesh collisionModelMesh, Matrix transform, List |
Adds a mesh's vertices and indices to the given lists.
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GetVerticesAndIndicesFromModel ( |
Gets an array of vertices and indices from the provided model.
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RayCast ( Ray ray, IList |
Tests a ray against the triangle mesh.
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RayCast ( Ray ray, |
Tests a ray against the triangle mesh.
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RayCast ( Ray ray, TriangleSidedness sidedness, IList |
Tests a ray against the triangle mesh.
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RayCast ( Ray ray, TriangleSidedness sidedness, |
Tests a ray against the triangle mesh.
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RayCast ( Ray ray, float maximumLength, IList |
Tests a ray against the triangle mesh.
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RayCast ( Ray ray, float maximumLength, |
Tests a ray against the triangle mesh.
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RayCast ( Ray ray, float maximumLength, TriangleSidedness sidedness, IList |
Tests a ray against the triangle mesh.
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RayCast ( Ray ray, float maximumLength, TriangleSidedness sidedness, |
Tests a ray against the triangle mesh.
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RayCast ( Ray ray, int &hitCount ) : bool |
Tests a ray against the triangle mesh.
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TriangleMesh ( |
Constructs a new triangle mesh.
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public static AddMesh ( Microsoft.Xna.Framework.Graphics.ModelMesh collisionModelMesh, Matrix transform, List |
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collisionModelMesh | Microsoft.Xna.Framework.Graphics.ModelMesh | Model to use for the collision shape. |
transform | Matrix | Transform to apply to the mesh. |
vertices | List |
List to receive vertices from the mesh. |
indices | IList |
List to receive indices from the mesh. |
return | void |
public static GetVerticesAndIndicesFromModel ( |
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collisionModel | Model to use for the collision shape. | |
vertices | Microsoft.Xna.Framework.Vector3 | Compiled set of vertices from the model. |
indices | int | Compiled set of indices from the model. |
return | void |
public RayCast ( Ray ray, IList |
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ray | Ray | Ray to test against the mesh. |
hits | IList |
Hit data for the ray, if any. |
return | bool |
public RayCast ( Ray ray, |
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ray | Ray | Ray to test against the mesh. |
rayHit | Hit data for the ray, if any. | |
return | bool |
public RayCast ( Ray ray, TriangleSidedness sidedness, IList |
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ray | Ray | Ray to test against the mesh. |
sidedness | TriangleSidedness | Sidedness to apply to the mesh for the ray cast. |
hits | IList |
Hit data for the ray, if any. |
return | bool |
public RayCast ( Ray ray, TriangleSidedness sidedness, |
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ray | Ray | Ray to test against the mesh. |
sidedness | TriangleSidedness | Sidedness to apply to the mesh for the ray cast. |
rayHit | Hit data for the ray, if any. | |
return | bool |
public RayCast ( Ray ray, float maximumLength, IList |
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ray | Ray | Ray to test against the mesh. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
hits | IList |
Hit data for the ray, if any. |
return | bool |
public RayCast ( Ray ray, float maximumLength, |
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ray | Ray | Ray to test against the mesh. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
rayHit | Hit data for the ray, if any. | |
return | bool |
public RayCast ( Ray ray, float maximumLength, TriangleSidedness sidedness, IList |
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ray | Ray | Ray to test against the mesh. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
sidedness | TriangleSidedness | Sidedness to apply to the mesh for the ray cast. |
hits | IList |
Hit data for the ray, if any. |
return | bool |
public RayCast ( Ray ray, float maximumLength, TriangleSidedness sidedness, |
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ray | Ray | Ray to test against the mesh. |
maximumLength | float | Maximum length of the ray in units of the ray direction's length. |
sidedness | TriangleSidedness | Sidedness to apply to the mesh for the ray cast. |
rayHit | Hit data for the ray, if any. | |
return | bool |
public RayCast ( Ray ray, int &hitCount ) : bool | ||
ray | Ray | Ray to test against the mesh. |
hitCount | int | Number of hits between the ray and the mesh. |
return | bool |
public TriangleMesh ( |
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data | Data to use to construct the mesh. | |
return | System.Collections.Generic |