Photon Quantum 2.1.1

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