1 using System.Collections.Generic;
4 using SiliconStudio.Core.Mathematics;
5 using SiliconStudio.Paradox.Graphics;
13 Type = ColliderShapeTypes.ConvexHull;
16 InternalShape =
new BulletSharp.ConvexHullShape(points);
21 for (var i = 0; i < points.Count; i++)
23 verts[i].Position = points[i];
24 verts[i].TextureCoordinate = Vector2.Zero;
25 verts[i].Normal = Vector3.Zero;
28 var intIndices = indices.Select(x => (int)x).ToArray();
29 var meshData =
new GeometricMeshData<VertexPositionNormalTexture>(verts, intIndices,
false);
32 DebugPrimitiveScaling = Matrix.Scaling(
new Vector3(1, 1, 1) * 1.01f);
bool CreateDebugPrimitives
Set to true if you want the engine to create the debug primitives
A geometric primitive. Use Cube, Cylinder, GeoSphere, Plane, Sphere, Teapot, Torus. See Draw+vertices to learn how to use it.
Describes a custom vertex format structure that contains position, normal and texture information...
ConvexHullColliderShape(IReadOnlyList< Vector3 > points, IEnumerable< uint > indices)
using SiliconStudio.Paradox. Physics
SiliconStudio.Core.Mathematics.Vector3 Vector3