Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
ContinuousConvexCollision implements angular and linear time of impact for convex objects. Based on Brian Mirtich's Conservative Advancement idea (PhD thesis). Algorithm operates in worldspace, in order to keep inbetween motion globally consistent. It uses GJK at the moment. Future improvement would use minkowski sum / supporting vertex, merging innerloops

Namespace: Visual3D.Physics.BulletX
Assembly: Visual3D.Physics (in Visual3D.Physics.dll) Version: 1.0.0.0 (1.0.0.0)

Syntax

      
 C#  Visual Basic 
public class ContinuousConvexCollision : IConvexCast
Public Class ContinuousConvexCollision _
	Implements IConvexCast

Members

         
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 XNA Framework Only 

 .NET Compact Framework Only 

 MemberDescription
ContinuousConvexCollision(ConvexShape, ConvexShape, ISimplexSolver, IConvexPenetrationDepthSolver)
Initializes a new instance of the ContinuousConvexCollision class
CalcTimeOfImpact(Matrix%, Matrix%, Matrix%, Matrix%, CastResult%)

Inheritance Hierarchy

System..::..Object
  Visual3D.Physics.BulletX..::..ContinuousConvexCollision

See Also