Mesh |
The MeshCollider type exposes the following members.
Name | Description | |
---|---|---|
GetClosestPosition | GetClosestPosition returns a DXRayHitTestResult with HitPosition set to the closest position on the mesh, DistanceToRayOrigin is set to the distance from the specified position to the position on the mesh and TriangleIndex is set to the position index in the Positions array (or vertex buffer array). | |
HasIntersection(MeshBase) | Returns true when the specified mesh intersects with the mesh that was used to create this MeshCollider. | |
HasIntersection(BoundingBox, Boolean) | Returns true when the specified BoundingBox intersects with the mesh. When checkEachCorner is false, then only a simple bounding box intersection check is done. This is the fastest but the least accurate. When checkEachCorner is true (by default), then the center position and all 8 corners of the BoundingBox are checked for intersection. | |
HasIntersection(MeshBase, Matrix) | Returns true when the specified mesh intersects with the mesh that was used to create this MeshCollider. | |
HasIntersection(MeshGeometry3D, Transform3D) | Returns true when the specified MeshGeometry3D intersects with the mesh that was used to create this MeshCollider. | |
HasIntersection(Rect3D, Boolean) | Returns true when the specified Rect3D intersects with the mesh. When checkEachCorner is false, then only a simple bounding box intersection check is done. This is the fastest but the least accurate. When checkEachCorner is true (by default), then the center position and all 8 corners of the Rect3D are checked for intersection. | |
IsInsideMesh(Point3D) | Returns true when the specified position is inside the mesh. | |
IsInsideMesh(Vector3) | Returns true when the specified position is inside the mesh. |