Quantum 3 3.0.5

Quantum.Physics3D.PhysicsEngine3D.Api Member List

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