/// <summary> /// Give it an entity and it'll create a BulletSharp.ConvexHullShape out of it /// </summary> /// <param name="ent">The entity to convert. It'll grab its mesh and use all of its submeshes</param> /// <param name="node">The node the entity is attached to. We aren't modifying it, but we'll use its transforms</param> /// <returns>A bullet trimesh</returns> public static ConvexHullShape ConvertToHull(Entity ent, SceneNode node) { return ConvertToHull(ent.GetMesh(), node._getDerivedPosition(), node._getDerivedOrientation(), node._getDerivedScale()); }
/// <summary> /// Give it an entity and it'll create a BulletSharp.TriangleMesh out of it /// </summary> /// <param name="ent">The entity to convert. It'll grab its mesh and use all of its submeshes</param> /// <param name="node">The node the entity is attached to. We aren't modifying it, but we'll use its transforms</param> /// <returns>A bullet trimesh</returns> public static TriangleMesh Convert(Entity ent, SceneNode node) { return Convert(ent.GetMesh(), node._getDerivedPosition(), node._getDerivedOrientation(), node._getDerivedScale()); }