Quantum 3 3.0.5

Quantum.Physics2D.PhysicsEngine2D.Api Member List

This is the complete list of members for Quantum.Physics2D.PhysicsEngine2D.Api, including all inherited members.

AddLinecastQuery(FPVector2 start, FPVector2 end, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
AddOverlapShapeQuery(Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)Quantum.Physics2D.PhysicsEngine2D.Apiinline
AddOverlapShapeQuery(Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)Quantum.Physics2D.PhysicsEngine2D.Apiinline
AddOverlapShapeQuery(FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
AddRaycastQuery(FPVector2 origin, FPVector2 direction, FP distance, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
AddShapeCastQuery(FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
AddShapeCastQuery(FPVector2 start, FP rotation, Shape2D shape, FPVector2 translation, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
AllocatePersistentHitCollection(int defaultCapacity=64)Quantum.Physics2D.PhysicsEngine2D.Apiinline
Api(FrameBase frame, int threadCount)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(HitCollection *hits, Shape2D *shape, Transform2D *transform, Hit *hit)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D *shape, Transform2D *transform, Hit *hit)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.BoxShape boxShapeA, Transform2D *transformA, Shape2D.BoxShape boxShapeB, Transform2D *transformB, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CircleShape circleShapeA, FPVector2 circlePositionA, Shape2D.CircleShape circleShapeB, FPVector2 circlePositionB, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CircleShape circleShape, FPVector2 circlePosition, Shape2D.BoxShape boxShape, Transform2D *boxTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.BoxShape boxShape, Transform2D *boxTransform, Shape2D.CircleShape circleShape, FPVector2 circlePosition, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.BoxShape boxShape, Transform2D *boxTransform, Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, Shape2D.BoxShape boxShape, Transform2D *boxTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, Shape2D.BoxShape boxShape, Transform2D *boxTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.BoxShape boxShape, Transform2D *boxTransform, Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CapsuleShape capsuleShapeA, Transform2D *capsuleTransformA, Shape2D.CapsuleShape capsuleShapeB, Transform2D *capsuleTransformB, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, Shape2D.CircleShape circleShape, FPVector2 circlePosition, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CircleShape circleShape, FPVector2 circlePosition, Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CircleShape circleShape, FPVector2 circlePosition, Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, Shape2D.CircleShape circleShape, FPVector2 circlePosition, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.EdgeShape edgeShapeA, Transform2D *edgeTransformA, Shape2D.EdgeShape edgeShapeB, Transform2D *edgeTransformB, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, Shape2D.PolygonShape polygonShape, Transform2D *polygonTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.CircleShape circleShape, FPVector2 circlePosition, Shape2D.PolygonShape polygonShape, Transform2D *polygonTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.BoxShape boxShape, Transform2D *boxTransform, Shape2D.PolygonShape polygonShape, Transform2D *polygonTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, Shape2D.PolygonShape polygonShape, Transform2D *polygonTransform, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
CheckOverlap(Shape2D.PolygonShape polygonAssetA, Transform2D *transformA, Shape2D.PolygonShape polygonAssetB, Transform2D *transformB, out CollisionResultInfo2D result)Quantum.Physics2D.PhysicsEngine2D.Apiinline
FreePersistentHitCollection(HitCollection *collection)Quantum.Physics2D.PhysicsEngine2D.Apiinline
GetAllQueriesHits(out HitCollection *queriesHits, out int queriesCount)Quantum.Physics2D.PhysicsEngine2D.Apiinline
GetCallbacks(EntityRef entity)Quantum.Physics2D.PhysicsEngine2D.Apiinline
GetQueryHits(in PhysicsQueryRef queryRef)Quantum.Physics2D.PhysicsEngine2D.Apiinline
GetQueryHits(int index)Quantum.Physics2D.PhysicsEngine2D.Apiinline
Init()Quantum.Physics2D.PhysicsEngine2D.Apiinline
Init(AssetRef< Map > mapRef)Quantum.Physics2D.PhysicsEngine2D.Apiinline
IsStaticColliderEnabled(int staticColliderIndex)Quantum.Physics2D.PhysicsEngine2D.Apiinline
IsValidQueryRef(in PhysicsQueryRef queryRef)Quantum.Physics2D.PhysicsEngine2D.Apiinline
Linecast(FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
Linecast(HitCollection *collection, FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
LinecastAll(FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
LinecastAll(HitCollection *collection, FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
MapQuantum.Physics2D.PhysicsEngine2D.Api
OverlapShape(HitCollection *collection, Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)Quantum.Physics2D.PhysicsEngine2D.Apiinline
OverlapShape(HitCollection *collection, Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)Quantum.Physics2D.PhysicsEngine2D.Apiinline
OverlapShape(HitCollection *collection, FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
OverlapShape(Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)Quantum.Physics2D.PhysicsEngine2D.Apiinline
OverlapShape(Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)Quantum.Physics2D.PhysicsEngine2D.Apiinline
OverlapShape(FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
Raycast(FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
Raycast(HitCollection *collection, FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
RaycastAll(FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
RaycastAll(HitCollection *collection, FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
ResetCallbacks(EntityRef entity)Quantum.Physics2D.PhysicsEngine2D.Apiinline
ResetMap()Quantum.Physics2D.PhysicsEngine2D.Apiinline
ResetScene()Quantum.Physics2D.PhysicsEngine2D.Apiinline
SetCallbacks(EntityRef entity, CallbackFlags flags)Quantum.Physics2D.PhysicsEngine2D.Apiinline
SetStaticColliderEnabled(int staticColliderIndex, bool enabled)Quantum.Physics2D.PhysicsEngine2D.Apiinline
ShapeCast(FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
ShapeCast(FPVector2 start, FP rotation, Shape2D shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
ShapeCast(HitCollection *collection, FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
ShapeCastAll(FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
ShapeCastAll(FPVector2 start, FP rotation, Shape2D shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
ShapeCastAll(HitCollection *collection, FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)Quantum.Physics2D.PhysicsEngine2D.Apiinline
TryGetQueryHits(in PhysicsQueryRef queryRef, out HitCollection queryHits)Quantum.Physics2D.PhysicsEngine2D.Apiinline
TryGetQueryHits(int index, out HitCollection queryHits)Quantum.Physics2D.PhysicsEngine2D.Apiinline
Update(ICollisionCallbacks2D callbacks, FP dt, TaskHandle taskHandle)Quantum.Physics2D.PhysicsEngine2D.Apiinline