Class CompoundCollider
- Namespace
- Stride.BepuPhysics.Definitions.Colliders
- Assembly
- Stride.BepuPhysics.dll
[DataContract]
public sealed class CompoundCollider : ICollider
- Inheritance
-
CompoundCollider
- Implements
Constructors
CompoundCollider()
public CompoundCollider()
Properties
Colliders
[DataMember]
public IList<ColliderBase> Colliders { get; }
Property Value
IsBig
public bool IsBig { get; }
Property Value
Transforms
public int Transforms { get; }
Property Value
Methods
GetLocalTransforms(CollidableComponent, Span<ShapeTransform>)
Fills in a span to transform AppendModel(List<BasicMeshBuffers>, ShapeCacheSystem, out object) from their neutral transform into the one specified by its collidable.
public void GetLocalTransforms(CollidableComponent collidable, Span<ShapeTransform> transforms)
Parameters
collidable
CollidableComponenttransforms
Span<ShapeTransform>
Remarks
You must still transform this further into worldspace by using the world position and rotation the collidable's entity.