Space Engineers
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VRage.Game.Models.IMyTriangePruningStructure Interface Reference
Inheritance diagram for VRage.Game.Models.IMyTriangePruningStructure:
Sandbox.Engine.Models.MyModelOctree VRage.Game.Models.MyQuantizedBvhAdapter

Public Member Functions

MyIntersectionResultLineTriangleEx GetIntersectionWithLine (IMyEntity entity, ref LineD line, IntersectionFlags flags=IntersectionFlags.DIRECT_TRIANGLES)
 
MyIntersectionResultLineTriangleEx GetIntersectionWithLine (IMyEntity entity, ref LineD line, ref MatrixD customInvMatrix, IntersectionFlags flags=IntersectionFlags.DIRECT_TRIANGLES)
 
void GetTrianglesIntersectingLine (IMyEntity entity, ref LineD line, ref MatrixD customInvMatrix, IntersectionFlags flags, List< MyIntersectionResultLineTriangleEx > result)
 
void GetTrianglesIntersectingLine (IMyEntity entity, ref LineD line, IntersectionFlags flags, List< MyIntersectionResultLineTriangleEx > result)
 
void GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, Vector3?referenceNormalVector, float?maxAngle, List< MyTriangle_Vertex_Normals > retTriangles, int maxNeighbourTriangles)
 
bool GetIntersectionWithSphere (IMyEntity physObject, ref BoundingSphereD sphere)
 
void GetTrianglesIntersectingSphere (ref BoundingSphereD sphere, List< MyTriangle_Vertex_Normal > retTriangles, int maxNeighbourTriangles)
 
void GetTrianglesIntersectingAABB (ref BoundingBoxD sphere, List< MyTriangle_Vertex_Normal > retTriangles, int maxNeighbourTriangles)
 
void Close ()
 

Properties

int Size [get]
 

Detailed Description

Definition at line 9 of file IMyTriangePruningStructure.cs.

Member Function Documentation

void VRage.Game.Models.IMyTriangePruningStructure.Close ( )
MyIntersectionResultLineTriangleEx VRage.Game.Models.IMyTriangePruningStructure.GetIntersectionWithLine ( IMyEntity  entity,
ref LineD  line,
IntersectionFlags  flags = IntersectionFlags.DIRECT_TRIANGLES 
)
MyIntersectionResultLineTriangleEx VRage.Game.Models.IMyTriangePruningStructure.GetIntersectionWithLine ( IMyEntity  entity,
ref LineD  line,
ref MatrixD  customInvMatrix,
IntersectionFlags  flags = IntersectionFlags.DIRECT_TRIANGLES 
)
bool VRage.Game.Models.IMyTriangePruningStructure.GetIntersectionWithSphere ( IMyEntity  physObject,
ref BoundingSphereD  sphere 
)
void VRage.Game.Models.IMyTriangePruningStructure.GetTrianglesIntersectingAABB ( ref BoundingBoxD  sphere,
List< MyTriangle_Vertex_Normal retTriangles,
int  maxNeighbourTriangles 
)
void VRage.Game.Models.IMyTriangePruningStructure.GetTrianglesIntersectingLine ( IMyEntity  entity,
ref LineD  line,
ref MatrixD  customInvMatrix,
IntersectionFlags  flags,
List< MyIntersectionResultLineTriangleEx result 
)
void VRage.Game.Models.IMyTriangePruningStructure.GetTrianglesIntersectingLine ( IMyEntity  entity,
ref LineD  line,
IntersectionFlags  flags,
List< MyIntersectionResultLineTriangleEx result 
)
void VRage.Game.Models.IMyTriangePruningStructure.GetTrianglesIntersectingSphere ( ref BoundingSphereD  sphere,
Vector3 referenceNormalVector,
float?  maxAngle,
List< MyTriangle_Vertex_Normals retTriangles,
int  maxNeighbourTriangles 
)
void VRage.Game.Models.IMyTriangePruningStructure.GetTrianglesIntersectingSphere ( ref BoundingSphereD  sphere,
List< MyTriangle_Vertex_Normal retTriangles,
int  maxNeighbourTriangles 
)

Property Documentation

int VRage.Game.Models.IMyTriangePruningStructure.Size
get

Definition at line 39 of file IMyTriangePruningStructure.cs.


The documentation for this interface was generated from the following file: