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| Api (FrameBase frame, int threadCount) |
| Initializes an Api object to provide the physics functions. More...
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PhysicsQueryRef | 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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PhysicsQueryRef | 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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PhysicsQueryRef | 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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PhysicsQueryRef | 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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PhysicsQueryRef | 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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PhysicsQueryRef | AddShapeCastQuery (FPVector3 start, FPQuaternion rotation, Shape3D shape, FPVector3 translation, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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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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bool | CheckOverlap (HitCollection3D *hits, Shape3D *shape, Transform3D *transform, Hit3D *hit) |
| Checks if the shape of the hit overlaps another shape and add the results in a HitCollection3D. More...
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HitCollection3D | CheckOverlap (Shape3D *shape, Transform3D *transform, Hit3D *hit) |
| Checks if the shape of the hit overlaps another shape. More...
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bool | CheckOverlap (Shape3D.BoxShape boxShape, Transform3D *boxTransform, Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, out CollisionResultInfo3D result) |
| Checks if a box shape overlaps with a capsule shape. More...
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bool | CheckOverlap (Shape3D.BoxShape boxShape, Transform3D *boxTransform, Shape3D.SphereShape sphereShape, FPVector3 spherePosition, out CollisionResultInfo3D result) |
| Checks if a box shape overlaps with a sphere shape. More...
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bool | CheckOverlap (Shape3D.BoxShape boxShape, Transform3D *boxTransform, TriangleCCW *tri, out CollisionResultInfo3D result) |
| Checks if a box shape overlaps with a triangle. More...
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bool | CheckOverlap (Shape3D.BoxShape boxShapeA, Transform3D *transformA, Shape3D.BoxShape boxShapeB, Transform3D *transformB, out CollisionResultInfo3D result) |
| Checks if a box shape overlaps with another box shape. More...
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bool | CheckOverlap (Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, Shape3D.BoxShape boxShape, Transform3D *boxTransform, out CollisionResultInfo3D result) |
| Checks if a capsule shape overlaps with a box shape. More...
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bool | CheckOverlap (Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, Shape3D.SphereShape sphereShape, FPVector3 spherePosition, out CollisionResultInfo3D result) |
| Checks if a capsule shape overlaps with a sphere shape. More...
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bool | CheckOverlap (Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, TriangleCCW *tri, bool smoothSphereMeshCollision, out CollisionResultInfo3D result) |
| Checks if a capsule shape overlaps with a triangle. More...
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bool | CheckOverlap (Shape3D.CapsuleShape capsuleShapeA, Transform3D *capsuleTransformA, Shape3D.CapsuleShape capsuleShapeB, Transform3D *capsuleTransformB, out CollisionResultInfo3D result) |
| Checks if a capsule shape overlaps with another capsule shape. More...
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bool | CheckOverlap (Shape3D.SphereShape sphereShape, FPVector3 spherePosition, Shape3D.BoxShape boxShape, Transform3D *boxTransform, out CollisionResultInfo3D result) |
| Checks if a sphere shape overlaps with a box shape. More...
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bool | CheckOverlap (Shape3D.SphereShape sphereShape, FPVector3 spherePosition, Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, out CollisionResultInfo3D result) |
| Checks if a sphere shape overlaps with a capsule shape. More...
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bool | CheckOverlap (Shape3D.SphereShape sphereShape, FPVector3 spherePosition, TriangleCCW *tri, bool smoothSphereMeshCollision, out CollisionResultInfo3D result) |
| Checks if a sphere shape overlaps with a triangle. More...
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bool | CheckOverlap (Shape3D.SphereShape sphereShapeA, FPVector3 positionA, Shape3D.SphereShape sphereShapeB, FPVector3 positionB, out CollisionResultInfo3D result) |
| Checks if a sphere shape overlaps with another sphere shape. 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 (in PhysicsQueryRef queryRef) |
| Gets the results of a broad-phase query added to the 3D physics scene. More...
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HitCollection3D | GetQueryHits (int index) |
| Obsolete. Use 'GetQueryHits(in PhysicsQueryRef)' overload instead. More...
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void | Init () |
| Initializes the game scene and creates all the physics static entries using the settings from the map. More...
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void | Init (AssetRef< Map > mapRef) |
| Initializes the game scene by cleaning all physics data and settings and create the new static physics entries for each static collider component in the mapRef . More...
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bool | IsStaticColliderEnabled (int staticColliderIndex) |
| Returns the current state of a 3D static collider. More...
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bool | IsValidQueryRef (in PhysicsQueryRef queryRef) |
| Checks if a given broad-phase physics query reference is valid for result retrieval. Broad-phase queries must be injected before the Physics system Update, their Ref stored and the results retrieved after the Physics Update, on the same frame. 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 | ResetScene () |
| Resets the entries buffer and removes all the dynamic entries of the scene. Also, joints, queries and collision data are cleaned. The PhysicsCommon.MapPhysicsData is changed to default and the PhysicsSceneSettings is changed to initial state. 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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Hit3D? | ShapeCast (FPVector3 start, FPQuaternion rotation, Shape3D shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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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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HitCollection3D | ShapeCastAll (FPVector3 start, FPQuaternion rotation, Shape3D shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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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 (in PhysicsQueryRef queryRef, out HitCollection3D queryHits) |
| Tries to get the results of a broad-phase query added to the 3D physics scene. More...
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bool | TryGetQueryHits (int index, out HitCollection3D queryHits) |
| Obsolete. Use 'TryGetQueryHits(in PhysicsQueryRef, out HitCollection3D)' overload instead. More...
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TaskHandle | Update (ICollisionCallbacks3D callbacks, FP dt, TaskHandle taskHandle) |
| Schedules all tasks that compose the 3D Physics Update loop. If the frame map changed, the static part of the physics engine is also reset. More...
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