public ConvexPointCloudShape(Vector3Array points, int numPoints, Vector3 localScaling,
                              bool computeAabb = true)
     : base(btConvexPointCloudShape_new2(points._native, numPoints, ref localScaling,
                                         computeAabb))
 {
     _unscaledPoints = points;
 }
Exemple #2
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        public ConvexPointCloudShape(Vector3Array points, int numPoints, Vector3 localScaling,
                                     bool computeAabb = true)
        {
            IntPtr native = btConvexPointCloudShape_new2(points.Native, numPoints, ref localScaling,
                                                         computeAabb);

            InitializeCollisionShape(native);

            _unscaledPoints = points;
        }
Exemple #3
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 public MultiSphereShape(Vector3Array positions, float[] radi)
     : base(btMultiSphereShape_new2(positions._native, radi, (radi.Length < positions.Count) ? radi.Length : positions.Count))
 {
 }
 public void SetPoints(Vector3Array points, int numPoints, bool computeAabb, Vector3 localScaling)
 {
     btConvexPointCloudShape_setPoints2(Native, points._native, numPoints,
                                        computeAabb, ref localScaling);
     _unscaledPoints = points;
 }
 public void SetPoints(Vector3Array points, int numPoints, bool computeAabb = true)
 {
     btConvexPointCloudShape_setPoints(Native, points._native, numPoints,
                                       computeAabb);
     _unscaledPoints = points;
 }
 public void SetPoints(Vector3Array points, int numPoints)
 {
     btConvexPointCloudShape_setPoints(_native, points._native, numPoints);
     _unscaledPoints = points;
 }
 public ConvexPointCloudShape(Vector3Array points, int numPoints, Vector3 localScaling)
     : base(btConvexPointCloudShape_new2(points._native, numPoints, ref localScaling))
 {
     _unscaledPoints = points;
 }
Exemple #8
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        public MultiSphereShape(Vector3Array positions, float[] radi)
        {
            IntPtr native = btMultiSphereShape_new2(positions.Native, radi, (radi.Length < positions.Count) ? radi.Length : positions.Count);

            InitializeCollisionShape(native);
        }