Visual3D Game EngineAPI Documentation for XNA, C#, VB, and .NET
Assembly: Visual3D.Physics (in Visual3D.Physics.dll) Version: 1.0.0.0 (1.0.0.0)
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.BulletXAssembly: 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
| All Members | Constructors | Methods |
| Member | Description | |
|---|---|---|
| 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
Visual3D.Physics.BulletX..::..ContinuousConvexCollision