HeightFieldAlgorithm Class |
Namespace: DigitalRune.Geometry.Collisions.Algorithms
The HeightFieldAlgorithm type exposes the following members.
Name | Description | |
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HeightFieldAlgorithm |
Initializes a new instance of the HeightFieldAlgorithm class.
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Name | Description | |
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ComputeCollision |
Computes the collision. - This method should only be used by
CollisionAlgorithm instances!
(Overrides CollisionAlgorithmComputeCollision(ContactSet, CollisionQueryType).) | |
Equals | (Inherited from Object.) | |
Finalize | Allows an object to try to free resources and perform other cleanup operations before it is reclaimed by garbage collection. (Inherited from Object.) | |
GetClosestPoints |
Gets the closest points of two collision objects.
(Inherited from CollisionAlgorithm.) | |
GetContacts |
Gets the contact information of two possibly touching collision objects.
(Inherited from CollisionAlgorithm.) | |
GetHashCode | Serves as a hash function for a particular type. (Inherited from Object.) | |
GetTimeOfImpact |
Gets the time of impact between two moving objects.
(Overrides CollisionAlgorithmGetTimeOfImpact(CollisionObject, Pose, CollisionObject, Pose, Single).) | |
GetType | Gets the Type of the current instance. (Inherited from Object.) | |
HaveContact |
Determines whether two collision objects are in contact.
(Inherited from CollisionAlgorithm.) | |
MemberwiseClone | Creates a shallow copy of the current Object. (Inherited from Object.) | |
ToString | Returns a string that represents the current object. (Inherited from Object.) | |
UpdateClosestPoints |
Performs a collision query to update the closest-point information in the contact set.
(Inherited from CollisionAlgorithm.) | |
UpdateContacts |
Performs a collision query to update the contact information in the contact set.
(Inherited from CollisionAlgorithm.) |
Name | Description | |
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WeldingLimit |
This value determines when contact welding should be performed.
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Name | Description | |
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CollisionDetection |
Gets the collision detection service.
(Inherited from CollisionAlgorithm.) |
This algorithm will fail if it is called for collision objects with other shapes. This algorithm will call other algorithms to compute collision with parts of the height field.
The height field is treated as a collection of triangles. The algorithm gives the triangle a "thickness" so that collisions are detected, even if the colliding object is under the height field surface. This avoids tunneling problems.