Class BoxCollider3D
RigidBody3D enable your entities to act under the control of physics. The Rigidbody can receive forces and torque to make your objects move in a realistic way. Any entity must contain a Rigidbody to be influenced by gravity, act under added forces or interact with other objects through physics engine.
Inheritance
BoxCollider3D
Implements
Inherited Members
Namespace: Evergine.Framework.Physics3D
Assembly: Evergine.Framework.dll
Syntax
public class BoxCollider3D : Collider3D<IBoxColliderShape3D>, IDependencyObject
Constructors
BoxCollider3D()
Initializes a new instance of the BoxCollider3D class.
Declaration
public BoxCollider3D()
Properties
OrientationOffset
Gets or sets the orientation.
Declaration
public Quaternion OrientationOffset { get; set; }
Property Value
Type | Description |
---|---|
Quaternion |
RotationOffset
Gets or sets the orientation.
Declaration
[RenderProperty(typeof(Vector3RadianToDegreeConverter))]
public Vector3 RotationOffset { get; set; }
Property Value
Type | Description |
---|---|
Vector3 |
Size
Gets or sets the size of the box collider.
Declaration
public Vector3 Size { get; set; }
Property Value
Type | Description |
---|---|
Vector3 |
Methods
CreateColliderShape3D_T()
Creates the physic object.
Declaration
protected override IBoxColliderShape3D CreateColliderShape3D_T()
Returns
Type | Description |
---|---|
IBoxColliderShape3D | A new physics object. |
Overrides
RefreshHierarchyTransform()
Refresh the hierarchy transform.
Declaration
protected override void RefreshHierarchyTransform()
Overrides
RefreshShapeDimensions()
Refresh the shape dimensions.
Declaration
protected override void RefreshShapeDimensions()