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PhysicsConcaveTriangleMeshGeometry Class

Represents a concave triangle mesh physics collision geometry.
Inheritance Hierarchy
SystemObject
  Demo3D.VisualsPhysicsGeometry
    Demo3D.VisualsPhysicsConcaveTriangleMeshGeometry

Namespace: Demo3D.Visuals
Assembly: Demo3D.Core (in Demo3D.Core.dll) Version: 19.00.00
Syntax
C#
public class PhysicsConcaveTriangleMeshGeometry : PhysicsGeometry

The PhysicsConcaveTriangleMeshGeometry type exposes the following members.

Properties
 NameDescription
Public propertyAabb The axis-aligned bounding box (AABB) in world space.
(Inherited from PhysicsGeometry)
Public propertyBody The physics body that the geometry belongs to.
(Inherited from PhysicsGeometry)
Public propertyFaceCount The number of triangular faces that form the triangle mesh.
Public propertyFilterContactPoints Whether to filter contact points.
(Inherited from PhysicsGeometry)
Public propertyFixNormals Whether to fix contact normals for the geometry.
(Inherited from PhysicsGeometry)
Public propertyFrictionMaterial The friction material for the collision geometry.
(Inherited from PhysicsGeometry)
Public propertyIndexCount The number of indices into the list of vertices that defines the triangular faces.
Public propertyIsConveyorSurface Whether the geometry represents a conveyor surface (e.g. belt or rollers).
(Inherited from PhysicsGeometry)
Public propertyIsDisposed Whether the geometry has been disposed.
(Inherited from PhysicsGeometry)
Public propertyMargin The collision margin for the geometry.
(Inherited from PhysicsGeometry)
Public propertyType The type of collision geometry.
(Inherited from PhysicsGeometry)
Public propertyVertexCount The number of vertices that form the concave triangle mesh.
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Methods
 NameDescription
Public methodDispose
(Inherited from PhysicsGeometry)
Protected methodDispose(Boolean)
(Inherited from PhysicsGeometry)
Public methodIndex The "index into the list of vertices" at the specified index.
Public methodVertex The coordinates for the vertrex as the specified index in world space.
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See Also