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int | AddLinecastQuery (FPVector3 start, FPVector3 end, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Adds a broad-phase line cast query to the 3D 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 (FPVector3 position, FPQuaternion rotation, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Adds a broad-phase shape overlap query to the 3D 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 (Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Adds a broad-phase shape overlap query to the 3D 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 (FPVector3 origin, FPVector3 direction, FP distance, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Adds a broad-phase ray cast query to the 3D 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 (FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Adds a broad-phase shape cast query to the 3D 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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HitCollection3D * | AllocatePersistentHitCollection3D (int defaultCapacity=64) |
| Allocates a persistent HitCollection3D on the heap with an initial capacity. To free an allocated persistent collection of 3D hits, use FreePersistentHitCollection3D. More...
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void | FreePersistentHitCollection3D (HitCollection3D *collection) |
| Free a persistent HitCollection3D previously allocated on the heap. To allocate a persistent collection of 3D hits, use AllocatePersistentHitCollection3D. More...
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bool | GetAllQueriesHits (out HitCollection3D *queriesHits, out int queriesCount) |
| Gets all the results for all the broad-phase queries added to the 3D physics scene this frame. More...
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CallbackFlags | GetCallbacks (EntityRef entity) |
| Get the flags that represent which 3D physics collision callbacks will be called for the entity . More...
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HitCollection3D | GetQueryHits (int index) |
| Gets the results of a broad-phase query added to the 3D physics scene. More...
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bool | IsStaticColliderEnabled (int staticColliderIndex) |
| Returns the current state of a 3D static collider. More...
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Hit3D? | Linecast (FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a line cast and returns the closest hit to the line start, if any. More...
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void | Linecast (HitCollection3D *collection, FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D 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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HitCollection3D | LinecastAll (FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a line cast, returning all hits. More...
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void | LinecastAll (HitCollection3D *collection, FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a line cast, returning all hits. More...
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HitCollection3D | OverlapShape (FPVector3 position, FPQuaternion rotation, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a shape overlap. More...
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void | OverlapShape (HitCollection3D *collection, FPVector3 position, FPQuaternion rotation, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a shape overlap. More...
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void | OverlapShape (HitCollection3D *collection, Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a shape overlap. More...
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HitCollection3D | OverlapShape (Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a shape overlap. More...
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Hit3D? | Raycast (FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a ray cast and returns the closest hit to the ray origin, if any. More...
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void | Raycast (HitCollection3D *collection, FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D 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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HitCollection3D | RaycastAll (FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a ray cast, returning all hits. More...
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void | RaycastAll (HitCollection3D *collection, FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D 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 3D physics scene map asset guid. More...
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void | SetCallbacks (EntityRef entity, CallbackFlags flags) |
| Sets which 3D physics collision callbacks will be called for the entity . More...
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void | SetStaticColliderEnabled (int staticColliderIndex, bool enabled) |
| Set a toggleable 3D static collider enabled state to enabled . Disabled static colliders are not considered for collisions or on query resolutions. More...
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Hit3D? | ShapeCast (FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a shape cast and returns the hit with the smallest Hit3D.CastDistanceNormalized, if any. More...
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void | ShapeCast (HitCollection3D *collection, FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a shape cast and adds the hit with the shortest Hit3D.CastDistanceNormalized, if any, to a persistent collection of hits. More...
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HitCollection3D | ShapeCastAll (FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a shape cast, returning all hits. More...
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void | ShapeCastAll (HitCollection3D *collection, FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
| Queries the 3D physics scene with a shape cast, adding all hits to a persistent collection. More...
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bool | TryGetQueryHits (int index, out HitCollection3D queryHits) |
| Tries to get the results of a broad-phase query added to the 3D physics scene. More...
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