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