public void CreateUserMesh(Vector3D pMinBox, Vector3D pMaxBox, EventHandler<CUserMeshCollisionCollideEventArgs> pCollideCallback, EventHandler<CUserMeshCollisionRayHitEventArgs> pRayHitCallback, EventHandler<CUserMeshCollisionDestroyEventArgs> pDestroyCallback) { m_UserMeshCollisionCollide = pCollideCallback; m_NewtonUserMeshCollisionCollide = new Newton.NewtonUserMeshCollisionCollide(InvokeUserMeshCollisionCollide); m_UserMeshCollisionRayHit = pRayHitCallback; m_NewtonUserMeshCollisionRayHit = new Newton.NewtonUserMeshCollisionRayHit(InvokeUserMeshCollisionRayHit); m_UserMeshCollisionDestroy = pDestroyCallback; m_NewtonUserMeshCollisionDestroy = new Newton.NewtonUserMeshCollisionDestroy(InvokeUserMeshCollisionDestroy); m_Handle = Newton.NewtonCreateUserMeshCollision(m_World.Handle, new NewtonVector3(pMinBox).NWVector3, new NewtonVector3(pMaxBox).NWVector3, new IntPtr(), m_NewtonUserMeshCollisionCollide, m_NewtonUserMeshCollisionRayHit, m_NewtonUserMeshCollisionDestroy); CHashTables.Collision.Add(m_Handle, this); }
public void CreateUserMesh(Vector3D pMinBox, Vector3D pMaxBox, EventHandler <CUserMeshCollisionCollideEventArgs> pCollideCallback, EventHandler <CUserMeshCollisionRayHitEventArgs> pRayHitCallback, EventHandler <CUserMeshCollisionDestroyEventArgs> pDestroyCallback) { m_UserMeshCollisionCollide = pCollideCallback; m_NewtonUserMeshCollisionCollide = new Newton.NewtonUserMeshCollisionCollide(InvokeUserMeshCollisionCollide); m_UserMeshCollisionRayHit = pRayHitCallback; m_NewtonUserMeshCollisionRayHit = new Newton.NewtonUserMeshCollisionRayHit(InvokeUserMeshCollisionRayHit); m_UserMeshCollisionDestroy = pDestroyCallback; m_NewtonUserMeshCollisionDestroy = new Newton.NewtonUserMeshCollisionDestroy(InvokeUserMeshCollisionDestroy); m_Handle = Newton.NewtonCreateUserMeshCollision(m_World.Handle, new NewtonVector3(pMinBox).NWVector3, new NewtonVector3(pMaxBox).NWVector3, new IntPtr(), m_NewtonUserMeshCollisionCollide, m_NewtonUserMeshCollisionRayHit, m_NewtonUserMeshCollisionDestroy); CHashTables.Collision.Add(m_Handle, this); }