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    Class MeshCollider

    A collider represented by an arbitrary mesh.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Actor
    PhysicsColliderActor
    Collider
    MeshCollider
    Inherited Members
    Actor::_box
    Collider::_cachedLocalPosePos
    Collider::_cachedLocalPoseRot
    Collider::_cachedScale
    Collider::_center
    Collider::_contactOffset
    Actor::_drawCategory
    Actor::_drawNoCulling
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    Actor::_isActive
    Actor::_isActiveInHierarchy
    Actor::_isEnabled
    Actor::_isHierarchyDirty
    Actor::_isPrefabRoot
    Collider::_isTrigger
    Actor::_layer
    Actor::_localTransform
    Actor::_name
    SceneObject::_parent
    Actor::_physicsScene
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Actor::_scene
    Collider::_shape
    Actor::_sphere
    Collider::_staticActor
    Actor::_staticFlags
    Actor::_transform
    ScriptingObject::_type
    Actor::AddMovement(const Vector3& translation)
    Actor::AddMovement(const Vector3& translation, const Quaternion& rotation)
    Actor::AddScript()
    Actor::AddStaticFlags(StaticFlags flags)
    Actor::AddTag(const Tag& tag)
    Actor::AddTagRecursive(const Tag& tag)
    Collider::Attach(RigidBody* rigidBody)
    MeshCollider
    Collider::BeginPlay(SceneBeginData* data)
    Actor::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    Actor::ChangeScriptOrder(Script* script, int32 newIndex)
    Actor::Children
    Actor::Clone()
    Collider::ClosestPoint(const Vector3& point, Vector3& result)
    PhysicsColliderActor::CollisionEnter
    PhysicsColliderActor::CollisionExit
    Collider::ComputePenetration(const Collider* colliderA, const Collider* colliderB, Vector3& direction, float& distance)
    Collider::ContainsPoint(const Vector3& point)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    Collider::CreateShape()
    Collider::CreateStaticActor()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Actor::DEPRECATED("Use HasTag instead") const String& GetTag()
    Actor::DEPRECATED("Use AddTag instead") void SetTag(const StringView& value)
    Actor::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    MeshCollider
    Actor::DestroyChildren(float timeLeft = 0.0f)
    ScriptingObject::DestroyManaged()
    Actor::Draw(RenderContext& renderContext)
    Actor::Draw(RenderContextBatch& renderContextBatch)
    Collider::EndPlay()
    Actor::FindActor(const StringView& name)
    Actor::FindActor(const MClass* type, bool activeOnly=false)
    Actor::FindActor(const MClass* type, const StringView& name)
    Actor::FindActor(const MClass* type, const Tag& tag, bool activeOnly=false)
    Actor::FindActor()
    Actor::FindActor(const Tag& tag)
    Actor::FindScript(const MClass* type)
    Actor::FindScript()
    Object::Flags
    Actor::FromBytes(const Span<byte>& data, Array<Actor* >& output, ISerializeModifier* modifier)
    Actor::FromBytes(const Span<byte>& data)
    Actor::FromBytes(const Span<byte>& data, const Dictionary<Guid, Guid, HeapAllocation>& idsMapping)
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Actor::FromJson(const StringAnsiView& json)
    Collider::GetAttachedRigidBody()
    Actor::GetBox()
    Actor::GetBoxWithChildren()
    Collider::GetCenter()
    Actor::GetChild(int32 index)
    Actor::GetChild(const StringView& name)
    Actor::GetChild(const MClass* type)
    Actor::GetChild()
    Actor::GetChildren(const MClass* type)
    Actor::GetChildren()
    Actor::GetChildrenCount()
    ScriptingObject::GetClass()
    Collider::GetContactOffset()
    Actor::GetDirection()
    Actor::GetEditorBox()
    Actor::GetEditorBoxChildren()
    ScriptingObject::GetID()
    Actor::GetIsActive()
    Collider::GetIsTrigger()
    Actor::GetLayer()
    Actor::GetLayerMask()
    Actor::GetLayerName()
    Actor::GetLocalOrientation()
    Actor::GetLocalPosition()
    Actor::GetLocalScale()
    Actor::GetLocalToWorldMatrix(Matrix& localToWorld)
    Actor::GetLocalToWorldMatrix(Double4x4& localToWorld)
    Actor::GetLocalTransform()
    ScriptingObject::GetManagedInstance()
    Actor::GetName()
    SceneObject::GetNamePath(Char separatorChar='/')
    Actor::GetOrAddChild()
    ScriptingObject::GetOrCreateManagedInstance()
    Actor::GetOrderInParent()
    Actor::GetOrientation()
    SceneObject::GetParent()
    Actor::GetPerInstanceRandom()
    Actor::GetPhysicsScene()
    Collider::GetPhysicsShape()
    Actor::GetPosition()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Actor::GetPrefabRoot()
    Actor::GetRotation()
    Actor::GetScale()
    Actor::GetScene()
    Actor::GetSceneObjectId()
    Actor::GetSceneRendering()
    Actor::GetScript(int32 index)
    Actor::GetScript(const MClass* type)
    Actor::GetScript()
    Actor::GetScriptByID(const Guid& id)
    Actor::GetScripts(const MClass* type)
    Actor::GetScripts()
    Actor::GetScriptsCount()
    Actor::GetSphere()
    Actor::GetStaticFlags()
    Actor::GetTransform()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    Actor::GetWorldToLocalMatrix(Matrix& worldToLocal)
    Actor::GetWorldToLocalMatrix(Double4x4& worldToLocal)
    Actor::HasActorInChildren(Actor* a)
    Actor::HasActorInHierarchy(Actor* a)
    Actor::HasContentLoaded()
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Actor::HasScene()
    Actor::HasStaticFlag(StaticFlags flag)
    Actor::HasTag()
    Actor::HasTag(const Tag& tag)
    Actor::HasTag(const StringView& tag)
    Actor::HideFlags
    Actor::Initialize()
    Actor::InitializeHierarchy()
    Actor::Intersects(const Ray& ray, Real& distance, Vector3& normal)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    Actor::IsActiveInHierarchy()
    SceneObject::IsDuringPlay()
    Actor::IsPrefabRoot()
    ScriptingObject::IsRegistered()
    Actor::IsStatic()
    Actor::IsTransformStatic()
    Actor::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    Actor::LookAt(const Vector3& worldPos)
    Actor::LookAt(const Vector3& worldPos, const Vector3& worldUp)
    Actor::LookingAt(const Vector3& worldPos)
    Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp)
    Collider::Material
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Actor::OnActiveChanged()
    Collider::OnActiveInTreeChanged()
    Actor::OnBeginPlay()
    PhysicsColliderActor::OnCollisionEnter(const Collision& c)
    PhysicsColliderActor::OnCollisionExit(const Collision& c)
    Actor::OnDebugDraw()
    Actor::OnDeleteObject()
    Collider::OnDisable()
    Collider::OnEnable()
    Actor::OnEndPlay()
    Collider::OnLayerChanged()
    ScriptingObject::OnManagedInstanceDeleted()
    Actor::OnOrderInParentChanged()
    Collider::OnParentChanged()
    Collider::OnPhysicsSceneChanged(PhysicsScene* previous)
    ScriptingObject::OnScriptingDispose()
    Collider::OnStaticFlagsChanged()
    Collider::OnTransformChanged()
    PhysicsColliderActor::OnTriggerEnter(PhysicsColliderActor* c)
    PhysicsColliderActor::OnTriggerExit(PhysicsColliderActor* c)
    Collider::RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance=MAX_float)
    Collider::RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance=MAX_float)
    ScriptingObject::RegisterObject()
    Collider::RemoveStaticActor()
    Actor::RemoveStaticFlags(StaticFlags flags)
    Actor::RemoveTag(const Tag& tag)
    Actor::ResetLocalTransform()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Actor::Scripts
    Actor::Serialize(SerializeStream& stream, const void* otherObj)
    MeshCollider
    MeshCollider
    Collider::SetCenter(const Vector3& value)
    Collider::SetContactOffset(float value)
    Actor::SetDirection(const Float3& value)
    Actor::SetIsActive(bool value)
    Collider::SetIsTrigger(bool value)
    Actor::SetLayer(int32 layerIndex)
    Actor::SetLayerName(const StringView& value)
    Actor::SetLayerNameRecursive(const StringView& value)
    Actor::SetLayerRecursive(int32 layerIndex)
    Actor::SetLocalOrientation(const Quaternion& value)
    Actor::SetLocalPosition(const Vector3& value)
    Actor::SetLocalScale(const Float3& value)
    Actor::SetLocalTransform(const Transform& value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    Actor::SetName(String&& value)
    Actor::SetName(const StringView& value)
    Actor::SetOrderInParent(int32 index)
    Actor::SetOrientation(const Quaternion& value)
    Actor::SetParent(Actor* value, bool worldPositionsStays, bool canBreakPrefabLink)
    Actor::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    Actor::SetPhysicsScene(PhysicsScene* scene)
    Actor::SetPosition(const Vector3& value)
    Actor::SetRotation(const Matrix& value)
    Actor::SetScale(const Float3& value)
    Actor::SetStaticFlag(StaticFlags flag, bool value)
    Actor::SetStaticFlags(StaticFlags value)
    Actor::SetTransform(const Transform& value)
    MeshCollider
    Actor::Tags
    Actor::ToBytes(const Array<Actor* >& actors, MemoryWriteStream& output)
    Actor::ToBytes(const Array<Actor* >& actors)
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    Actor::ToJson()
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Actor::ToString()
    Actor::TreeExecute(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TreeExecuteChildren(Function<bool(Actor* , Params ...)>& action, Params ... args)
    PhysicsColliderActor::TriggerEnter
    PhysicsColliderActor::TriggerExit
    Actor::TryGetSerializedObjectsIds(const Span<byte>& data)
    ScriptingObject::UnregisterObject()
    Actor::UnregisterObjectHierarchy()
    Collider::UpdateGeometry()
    Collider::UpdateLayerBits()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Physics/Colliders/MeshCollider.h
    Syntax
    public class MeshCollider : public Collider

    Fields

    CollisionData

    Linked collision data asset that contains convex mesh or triangle mesh used to represent a mesh collider shape.

    Declaration
    public AssetReference<CollisionData> CollisionData
    Field Value
    AssetReference<CollisionData>

    Methods

    CanAttach(RigidBody* rigidBody)

    Determines whether this collider can be attached the specified rigid body.

    Declaration
    public virtual bool CanAttach(RigidBody* rigidBody) const override
    Parameters
    RigidBody rigidBody

    The rigid body.

    Returns
    bool

    true if this collider can be attached the specified rigid body; otherwise, false.

    Overrides
    Collider::CanAttach(RigidBody* rigidBody)

    CanBeTrigger()

    Determines whether this collider can be a trigger shape.

    Declaration
    public virtual bool CanBeTrigger() const override
    Returns
    bool

    true if this collider can be trigger; otherwise, false.

    Overrides
    Collider::CanBeTrigger()

    DrawPhysicsDebug(RenderView& view)

    Declaration
    protected virtual void DrawPhysicsDebug(RenderView& view) override
    Parameters
    RenderView view

    Overrides
    Collider::DrawPhysicsDebug(RenderView& view)

    GetGeometry(CollisionShape& collision)

    Gets the collider shape geometry.

    Declaration
    protected virtual void GetGeometry(CollisionShape& collision) override
    Parameters
    CollisionShape collision

    The output collision shape.

    Overrides
    Collider::GetGeometry(CollisionShape& collision)

    IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)

    Determines if there is an intersection between the current object and a ray.

    Declaration
    public virtual bool IntersectsItself(const Ray& ray, Real& distance, Vector3& normal) override
    Parameters
    Ray ray

    The ray to test.

    Real distance

    When the method completes, contains the distance of the intersection (if any valid).

    Vector3 normal

    When the method completes, contains the intersection surface normal vector (if any valid).

    Returns
    bool

    True whether the two objects intersected, otherwise false.

    Overrides
    Actor::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)

    OnDebugDrawSelected()

    Draws debug shapes for the selected actor and all child scripts.

    Declaration
    public virtual void OnDebugDrawSelected() override
    Overrides
    Actor::OnDebugDrawSelected()

    UpdateBounds()

    Updates the bounding box of the shape.

    Declaration
    protected virtual void UpdateBounds() override
    Overrides
    Collider::UpdateBounds()

    See Also

    Collider
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