This is the complete list of members for Quantum.Physics3D.PhysicsEngine3D.Api, including all inherited members.
AddLinecastQuery(FPVector3 start, FPVector3 end, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
AddOverlapShapeQuery(Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
AddOverlapShapeQuery(FPVector3 position, FPQuaternion rotation, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
AddRaycastQuery(FPVector3 origin, FPVector3 direction, FP distance, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
AddShapeCastQuery(FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
AddShapeCastQuery(FPVector3 start, FPQuaternion rotation, Shape3D shape, FPVector3 translation, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
AllocatePersistentHitCollection3D(int defaultCapacity=64) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
Api(FrameBase frame, int threadCount) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(HitCollection3D *hits, Shape3D *shape, Transform3D *transform, Hit3D *hit) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D *shape, Transform3D *transform, Hit3D *hit) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.SphereShape sphereShapeA, FPVector3 positionA, Shape3D.SphereShape sphereShapeB, FPVector3 positionB, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.SphereShape sphereShape, FPVector3 spherePosition, Shape3D.BoxShape boxShape, Transform3D *boxTransform, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.BoxShape boxShape, Transform3D *boxTransform, Shape3D.SphereShape sphereShape, FPVector3 spherePosition, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.SphereShape sphereShape, FPVector3 spherePosition, Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, Shape3D.SphereShape sphereShape, FPVector3 spherePosition, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.SphereShape sphereShape, FPVector3 spherePosition, TriangleCCW *tri, bool smoothSphereMeshCollision, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.BoxShape boxShapeA, Transform3D *transformA, Shape3D.BoxShape boxShapeB, Transform3D *transformB, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.BoxShape boxShape, Transform3D *boxTransform, Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, Shape3D.BoxShape boxShape, Transform3D *boxTransform, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.BoxShape boxShape, Transform3D *boxTransform, TriangleCCW *tri, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.CapsuleShape capsuleShapeA, Transform3D *capsuleTransformA, Shape3D.CapsuleShape capsuleShapeB, Transform3D *capsuleTransformB, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
CheckOverlap(Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, TriangleCCW *tri, bool smoothSphereMeshCollision, out CollisionResultInfo3D result) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
FreePersistentHitCollection3D(HitCollection3D *collection) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
GetAllQueriesHits(out HitCollection3D *queriesHits, out int queriesCount) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
GetCallbacks(EntityRef entity) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
GetQueryHits(in PhysicsQueryRef queryRef) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
GetQueryHits(int index) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
Init() | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
Init(AssetRef< Map > mapRef) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
IsStaticColliderEnabled(int staticColliderIndex) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
IsValidQueryRef(in PhysicsQueryRef queryRef) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
Linecast(FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
Linecast(HitCollection3D *collection, FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
LinecastAll(FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
LinecastAll(HitCollection3D *collection, FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
Map | Quantum.Physics3D.PhysicsEngine3D.Api | |
OverlapShape(HitCollection3D *collection, Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
OverlapShape(HitCollection3D *collection, FPVector3 position, FPQuaternion rotation, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
OverlapShape(Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
OverlapShape(FPVector3 position, FPQuaternion rotation, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
Raycast(FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
Raycast(HitCollection3D *collection, FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
RaycastAll(FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
RaycastAll(HitCollection3D *collection, FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
ResetCallbacks(EntityRef entity) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
ResetMap() | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
ResetScene() | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
SceneMesh | Quantum.Physics3D.PhysicsEngine3D.Api | |
SetCallbacks(EntityRef entity, CallbackFlags flags) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
SetStaticColliderEnabled(int staticColliderIndex, bool enabled) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
ShapeCast(FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
ShapeCast(FPVector3 start, FPQuaternion rotation, Shape3D shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
ShapeCast(HitCollection3D *collection, FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
ShapeCastAll(FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
ShapeCastAll(FPVector3 start, FPQuaternion rotation, Shape3D shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
ShapeCastAll(HitCollection3D *collection, FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
TryGetQueryHits(in PhysicsQueryRef queryRef, out HitCollection3D queryHits) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
TryGetQueryHits(int index, out HitCollection3D queryHits) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
Update(ICollisionCallbacks3D callbacks, FP dt, TaskHandle taskHandle) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |