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int | AddLinecastQuery (FPVector2 start, FPVector2 end, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Adds a broad-phase line cast query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
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int | AddOverlapShapeQuery (FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Adds a broad-phase shape overlap query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
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int | AddOverlapShapeQuery (Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Adds a broad-phase shape overlap query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
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int | AddOverlapShapeQuery (Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Adds a broad-phase shape overlap query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
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int | AddRaycastQuery (FPVector2 origin, FPVector2 direction, FP distance, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Adds a broad-phase raycast query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
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int | 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) |
| Adds a broad-phase shape cast query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
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HitCollection * | AllocatePersistentHitCollection (int defaultCapacity=64) |
| Allocates a persistent HitCollection on the heap with an initial capacity. To free an allocated persistent collection of 2D hits, use FreePersistentHitCollection. More...
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void | FreePersistentHitCollection (HitCollection *collection) |
| Free a persistent HitCollection previously allocated on the heap. To allocate a persistent collection of 2D hits, use AllocatePersistentHitCollection. More...
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bool | GetAllQueriesHits (out HitCollection *queriesHits, out int queriesCount) |
| Gets all the results for all the broad-phase queries added to the 2D physics scene this frame. More...
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CallbackFlags | GetCallbacks (EntityRef entity) |
| Get the flags that represent which 2D physics collision callbacks will be called for the entity . More...
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HitCollection | GetQueryHits (int index) |
| Gets the results of a broad-phase query added to the 2D physics scene. More...
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bool | IsStaticColliderEnabled (int staticColliderIndex) |
| Returns the current state of a 2D static collider. More...
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Hit? | Linecast (FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a line cast and returns the closest hit to the line start, if any. More...
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void | Linecast (HitCollection *collection, FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a line cast and adds the closest hit to the line start, if any, to a persistent collection of hits. More...
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HitCollection | LinecastAll (FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a line cast, returning all hits. More...
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void | LinecastAll (HitCollection *collection, FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a line cast, adding all hits to a persistent collection. More...
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HitCollection | OverlapShape (FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a shape overlap. More...
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void | OverlapShape (HitCollection *collection, FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a shape overlap. More...
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void | OverlapShape (HitCollection *collection, Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 2D physics scene with a shape overlap. More...
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void | OverlapShape (HitCollection *collection, Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 2D physics scene with a shape overlap. More...
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HitCollection | OverlapShape (Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 2D physics scene with a shape overlap. More...
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HitCollection | OverlapShape (Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 2D physics scene with a shape overlap. More...
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Hit? | Raycast (FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a ray cast and returns the closest hit to the ray origin, if any. More...
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void | Raycast (HitCollection *collection, FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a ray cast and adds the closest hit to the ray origin, if any, to a persistent collection of hits. More...
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HitCollection | RaycastAll (FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a ray cast, returning all hits. More...
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void | RaycastAll (HitCollection *collection, FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a ray cast, adding all hits to a persistent collection. More...
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void | ResetCallbacks (EntityRef entity) |
| Resets the tracking history of collisions the entity might have. More...
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void | ResetMap () |
| Resets 2D physics scene map asset guid. More...
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void | SetCallbacks (EntityRef entity, CallbackFlags flags) |
| Sets which 2D physics collision callbacks will be called for the entity . More...
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void | SetStaticColliderEnabled (int staticColliderIndex, bool enabled) |
| Set a toggleable 2D static collider enabled state to enabled . Disabled static colliders are not considered for collisions or on query resolutions. More...
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Hit? | ShapeCast (FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a shape cast and returns the hit with the shortest Hit.CastDistanceNormalized, if any. More...
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void | ShapeCast (HitCollection *collection, FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a shape cast and adds the hit with the shortest Hit.CastDistanceNormalized, if any, to a persistent collection of hits. More...
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HitCollection | ShapeCastAll (FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a shape cast, returning all hits. More...
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void | ShapeCastAll (HitCollection *collection, FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
| Queries the 2D physics scene with a shape cast, adding all hits to a persistent collection. More...
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bool | TryGetQueryHits (int index, out HitCollection queryHits) |
| Tries to get the results of a broad-phase query added to the 2D physics scene. More...
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