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 |
AllocatePersistentHitCollection3D(int defaultCapacity=64) | 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(int index) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
IsStaticColliderEnabled(int staticColliderIndex) | 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 |
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(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(HitCollection3D *collection, FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |
TryGetQueryHits(int index, out HitCollection3D queryHits) | Quantum.Physics3D.PhysicsEngine3D.Api | inline |