Quantum 3
3.0.14
An iterator over multiple triangles collisions with a given mesh. More...
Public Member Functions | |
| bool | Next (out FPVector3 contactPoint) |
| Iterates through the contact points of a collision. More... | |
| bool | Next (out FPVector3 contactPoint, out FPVector3 contactNormal) |
| Iterates through the contact points of a collision, also accessing the contact normal. More... | |
| bool | NextUnsafe (out FPVector3 *contactPoint, out FPVector3 *contactNormal, out bool invertedNormal) |
| Iterates through the contact points of a collision, also accessing the contact normal. The pointers access the fields directly in the collision manifold structure and modifications done to it will affect the collision resolution. More... | |
| void | ResetIterator () |
| Resets the iterator. More... | |
Properties | |
| readonly FPVector3 | Average [get] |
| The average contact point on this collision. More... | |
| FPVector3 | ContactNormal [get, set] |
| The collision normal of the manifold. More... | |
| readonly int | Count [get] |
| The number of contact points on this collision. More... | |
| FPVector3 | Current [get, set] |
| The current contact point iterated. Next(out Photon.Deterministic.FPVector3) must have been called at least once and must have returned true in the latest call. More... | |
| FPVector3 | First [get, set] |
| The first contact point computed on this collision. More... | |
An iterator over multiple triangles collisions with a given mesh.
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inline |
Iterates through the contact points of a collision.
If the entity is colliding with a mesh, this will iterate through all contact points in all colliding triangles.
| contactPoint | The current contact point. Default if the iteration is over. |
true if there is still a contactPoint .
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inline |
Iterates through the contact points of a collision, also accessing the contact normal.
If the entity is colliding with a mesh, this will iterate through all contact points and normals in all colliding triangles.
| contactPoint | The current contact point. Default if the iteration is over. |
| contactNormal | The contact normal. Default if the iteration is over. |
true if there is still a contactPoint and contactNormal .
|
inline |
Iterates through the contact points of a collision, also accessing the contact normal. The pointers access the fields directly in the collision manifold structure and modifications done to it will affect the collision resolution.
If the entity is colliding with a mesh, this will iterate through all contact points and normals in all colliding triangles.
| contactPoint | The current contact point. Default if the iteration is over. |
| contactNormal | The contact normal. Default if the iteration is over. |
| invertedNormal | If the contact normal is inverted from the perspective of the main entity in the callback. |
true if there is still a contactPoint and contactNormal .
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inline |
Resets the iterator.
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get |
The number of contact points on this collision.
If the entity is colliding with a mesh, this is the sum of all contact points with the triangles of the mesh. To access each specific triangle collision, check CollisionInfo3D.MeshTriangleCollisions.
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get |
The average contact point on this collision.
If the entity is colliding with a mesh, this is the average of all contact points with the triangles of the mesh. To access each specific triangle collision, check CollisionInfo3D.MeshTriangleCollisions.
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getset |
The first contact point computed on this collision.
Contact points are computed in NO particular order.
If the entity is colliding with a mesh, this is the first contact point with the first triangle.
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getset |
The current contact point iterated. Next(out Photon.Deterministic.FPVector3) must have been called at least once and must have returned true in the latest call.
Contact points are computed in NO particular order.
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getset |
The collision normal of the manifold.