Photon Quantum 2.1.1

Classes | Functions
2D Physics API

Groups the 2D Physics classes. More...

Classes

class  Quantum.Physics2D.PhysicsEngine2D.Api
 2D Physics API More...
 
struct  Quantum.CharacterController2D
 
struct  Quantum.CollisionInfo2D
 Info about a collision between two 2D physics colliders. More...
 
struct  Quantum.ExitInfo2D
 Info about two entities that were colliding in the 2D Physics. More...
 
struct  Quantum.Physics2D.Hit
 Information returned from a valid hit of a physics query. More...
 
interface  Quantum.ISignalOnCollision2D
 Interface for receiving callbacks once per frame while two non-trigger 2D colliders are touching. More...
 
interface  Quantum.ISignalOnCollisionEnter2D
 Interface for receiving callbacks once two non-trigger 2D colliders start touching. More...
 
interface  Quantum.ISignalOnCollisionExit2D
 Interface for receiving callbacks once two non-trigger 2D colliders stop touching. More...
 
interface  Quantum.ISignalOnTrigger2D
 Interface for receiving callbacks once per frame while a non-trigger and a trigger 2D colliders are touching. More...
 
interface  Quantum.ISignalOnTriggerEnter2D
 Interface for receiving callbacks once a non-trigger and a trigger 2D colliders start touching. More...
 
interface  Quantum.ISignalOnTriggerExit2D
 Interface for receiving callbacks once a non-trigger and a trigger 2D colliders stop touching. More...
 
struct  Quantum.Shape2D
 Defines a 2D shape with Type and data disposed in a union-like structure. All shapes have a UserTag, BroadRadius and Centroid. All non-compound shapes have a LocalTransform and their Centroid always match their local transform position. More...
 
struct  Quantum.TriggerInfo2D
 Info about a collision between a trigger and a non-trigger 2D physics colliders. More...
 

Functions

int Quantum.Physics2D.PhysicsEngine2D.Api.AddLinecastQuery (FPVector2 start, FPVector2 end, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Adds a broad-phase line cast query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
 
int Quantum.Physics2D.PhysicsEngine2D.Api.AddOverlapShapeQuery (FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Adds a broad-phase shape overlap query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
 
int Quantum.Physics2D.PhysicsEngine2D.Api.AddOverlapShapeQuery (Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)
 Adds a broad-phase shape overlap query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
 
int Quantum.Physics2D.PhysicsEngine2D.Api.AddOverlapShapeQuery (Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)
 Adds a broad-phase shape overlap query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
 
int Quantum.Physics2D.PhysicsEngine2D.Api.AddRaycastQuery (FPVector2 origin, FPVector2 direction, FP distance, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Adds a broad-phase raycast query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
 
int Quantum.Physics2D.PhysicsEngine2D.Api.AddShapeCastQuery (FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, bool firstHitOnly=false, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Adds a broad-phase shape cast query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System. More...
 
HitCollection * Quantum.Physics2D.PhysicsEngine2D.Api.AllocatePersistentHitCollection (int defaultCapacity=64)
 Allocates a persistent HitCollection on the heap with an initial capacity. To free an allocated persistent collection of 2D hits, use FreePersistentHitCollection. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.FreePersistentHitCollection (HitCollection *collection)
 Free a persistent HitCollection previously allocated on the heap. To allocate a persistent collection of 2D hits, use AllocatePersistentHitCollection. More...
 
bool Quantum.Physics2D.PhysicsEngine2D.Api.GetAllQueriesHits (out HitCollection *queriesHits, out int queriesCount)
 Gets all the results for all the broad-phase queries added to the 2D physics scene this frame. More...
 
HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.GetQueryHits (int index)
 Gets the results of a broad-phase query added to the 2D physics scene. More...
 
HitQuantum.Physics2D.PhysicsEngine2D.Api.Linecast (FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a line cast and returns the closest hit to the line start, if any. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.Linecast (HitCollection *collection, FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a line cast and adds the closest hit to the line start, if any, to a persistent collection of hits. More...
 
HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.LinecastAll (FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a line cast, returning all hits. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.LinecastAll (HitCollection *collection, FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a line cast, adding all hits to a persistent collection. More...
 
void Quantum.ISignalOnCollision2D.OnCollision2D (Frame f, CollisionInfo2D info)
 Called once per frame while two non-trigger 2D colliders are touching. More...
 
void Quantum.ISignalOnCollisionEnter2D.OnCollisionEnter2D (Frame f, CollisionInfo2D info)
 Called once two non-trigger 2D colliders start touching. More...
 
void Quantum.ISignalOnCollisionExit2D.OnCollisionExit2D (Frame f, ExitInfo2D info)
 Called once two non-trigger 2D colliders stop touching. More...
 
void Quantum.ISignalOnTrigger2D.OnTrigger2D (Frame f, TriggerInfo2D info)
 Called once per frame while a non-trigger and a trigger 2D colliders are touching. More...
 
void Quantum.ISignalOnTriggerEnter2D.OnTriggerEnter2D (Frame f, TriggerInfo2D info)
 Called once a non-trigger and a trigger 2D colliders start touching. More...
 
void Quantum.ISignalOnTriggerExit2D.OnTriggerExit2D (Frame f, ExitInfo2D info)
 Called once a non-trigger and a trigger 2D colliders stop touching. More...
 
HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape (FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a shape overlap. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape (HitCollection *collection, FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a shape overlap. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape (HitCollection *collection, Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)
 Queries the 2D physics scene with a shape overlap. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape (HitCollection *collection, Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)
 Queries the 2D physics scene with a shape overlap. More...
 
HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape (Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)
 Queries the 2D physics scene with a shape overlap. More...
 
HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape (Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll)
 Queries the 2D physics scene with a shape overlap. More...
 
HitQuantum.Physics2D.PhysicsEngine2D.Api.Raycast (FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a ray cast and returns the closest hit to the ray origin, if any. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.Raycast (HitCollection *collection, FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a ray cast and adds the closest hit to the ray origin, if any, to a persistent collection of hits. More...
 
HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.RaycastAll (FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a ray cast, returning all hits. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.RaycastAll (HitCollection *collection, FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a ray cast, adding all hits to a persistent collection. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.ResetMap ()
 Resets 2D physics scene map asset guid. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.SetCallbacks (EntityRef entity, CallbackFlags flags)
 Sets which 2D physics collision callbacks will be called for the entity . More...
 
HitQuantum.Physics2D.PhysicsEngine2D.Api.ShapeCast (FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a shape cast and returns the hit with the shortest Hit.CastDistanceNormalized, if any. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.ShapeCast (HitCollection *collection, FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a shape cast and adds the hit with the shortest Hit.CastDistanceNormalized, if any, to a persistent collection of hits. More...
 
HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.ShapeCastAll (FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a shape cast, returning all hits. More...
 
void Quantum.Physics2D.PhysicsEngine2D.Api.ShapeCastAll (HitCollection *collection, FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default)
 Queries the 2D physics scene with a shape cast, adding all hits to a persistent collection. More...
 
bool Quantum.Physics2D.PhysicsEngine2D.Api.TryGetQueryHits (int index, out HitCollection queryHits)
 Tries to get the results of a broad-phase query added to the 2D physics scene. More...
 

Detailed Description

Groups the 2D Physics classes.

Function Documentation

◆ SetCallbacks()

void Quantum.Physics2D.PhysicsEngine2D.Api.SetCallbacks ( EntityRef  entity,
CallbackFlags  flags 
)
inline

Sets which 2D physics collision callbacks will be called for the entity .

The entity must have a PhysicsCollider2D component attached to be able to collide with other physics entries.

For receiving the callbacks, set the CallbackFlags and implement the corresponding signal on a system.

Parameters
entityAn entity with a PhysicsCollider2D component attached.
flagsThe CallbackFlags of the desired collision callbacks.
frame.Physics2D.SetCallbacks(entity, CallbackFlags.OnDynamicCollision | CallbackFlags.OnStaticTriggerEnter);
CallbackFlags
Represents which collision callbacks will be called for an entity.
Definition: PhysicsCommon.Enums.cs:13

◆ ResetMap()

void Quantum.Physics2D.PhysicsEngine2D.Api.ResetMap ( )
inline

Resets 2D physics scene map asset guid.

◆ AllocatePersistentHitCollection()

HitCollection* Quantum.Physics2D.PhysicsEngine2D.Api.AllocatePersistentHitCollection ( int  defaultCapacity = 64)
inline

Allocates a persistent HitCollection on the heap with an initial capacity. To free an allocated persistent collection of 2D hits, use FreePersistentHitCollection.

Parameters
defaultCapacityThe initial Hit buffer capacity allocated for the hit collection.
Returns
A pointer to the allocated hit collection.

◆ FreePersistentHitCollection()

void Quantum.Physics2D.PhysicsEngine2D.Api.FreePersistentHitCollection ( HitCollection *  collection)
inline

Free a persistent HitCollection previously allocated on the heap. To allocate a persistent collection of 2D hits, use AllocatePersistentHitCollection.

Parameters
collectionA pointer to the persistent hit collection to be freed.
Exceptions
InvalidOperationExceptionThrown when the hit collection was not allocated as persistent.

◆ GetQueryHits()

HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.GetQueryHits ( int  index)
inline

Gets the results of a broad-phase query added to the 2D physics scene.

Parameters
indexThe broad-phase query index.
Returns
A HitCollection with the query hits.

◆ TryGetQueryHits()

bool Quantum.Physics2D.PhysicsEngine2D.Api.TryGetQueryHits ( int  index,
out HitCollection  queryHits 
)
inline

Tries to get the results of a broad-phase query added to the 2D physics scene.

Parameters
indexThe broad-phase query index.
queryHitsThe HitCollection with the query hits. Default if the index is not valid.
Returns
True if the index is valid, false otherwise.

◆ GetAllQueriesHits()

bool Quantum.Physics2D.PhysicsEngine2D.Api.GetAllQueriesHits ( out HitCollection *  queriesHits,
out int  queriesCount 
)
inline

Gets all the results for all the broad-phase queries added to the 2D physics scene this frame.

Parameters
queriesHitsA buffer of HitCollection with queriesCount elements, one for each broad-phase query added.
queriesCountThe number of elements in the queriesHits buffer, also matching the number on broad-phase queries added.
Returns
True if at least one broad-phase query has been added from a system that runs before the physics engine.

Example of how to iterate over added broad-phase queries results.

if (f.Physics2D.GetAllQueriesHits(out var queriesHits, out var queriesCount)) {
for (var i = 0; i < queriesCount; i++) {
var queryHits = queriesHits + i;
Log.Info($"Preemptive query {i} has {queryHits->Count} hits.");
}
}

◆ AddRaycastQuery()

int Quantum.Physics2D.PhysicsEngine2D.Api.AddRaycastQuery ( FPVector2  origin,
FPVector2  direction,
FP  distance,
bool  firstHitOnly = false,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Adds a broad-phase raycast query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System.

Parameters
originThe ray origin point, in a 2D world space.
directionThe direction of the ray, not normalized internally.
distanceThe ray distance from the origin point on the specified direction.
firstHitOnlyIf the query results should return only the closest hit to the ray origin or all hits (default).
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
The index of the injected query, to be used when retrieving the results with GetQueryHits.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ AddLinecastQuery()

int Quantum.Physics2D.PhysicsEngine2D.Api.AddLinecastQuery ( FPVector2  start,
FPVector2  end,
bool  firstHitOnly = false,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Adds a broad-phase line cast query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System.

Parameters
startThe line start point, in a 2D world space.
endThe line end point, in a 2D world space.
firstHitOnlyIf the query results should return only the closest hit to the line start or all hits (default).
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
The index of the injected query, to be used when retrieving the results with GetQueryHits.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ Raycast() [1/2]

Hit? Quantum.Physics2D.PhysicsEngine2D.Api.Raycast ( FPVector2  origin,
FPVector2  direction,
FP  distance,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a ray cast and returns the closest hit to the ray origin, if any.

Parameters
originThe ray origin point, in a 2D world space.
directionThe direction of the ray, not normalized internally.
distanceThe ray distance from the origin point on the specified direction.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
A nullable Hit with the closest hit to the ray origin, if any.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ Raycast() [2/2]

void Quantum.Physics2D.PhysicsEngine2D.Api.Raycast ( HitCollection *  collection,
FPVector2  origin,
FPVector2  direction,
FP  distance,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a ray cast and adds the closest hit to the ray origin, if any, to a persistent collection of hits.

Parameters
collectionA previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection.
originThe ray origin point, in a 2D world space.
directionThe direction of the ray, not normalized internally.
distanceThe ray distance from the origin point on the specified direction.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ Linecast() [1/2]

Hit? Quantum.Physics2D.PhysicsEngine2D.Api.Linecast ( FPVector2  start,
FPVector2  end,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a line cast and returns the closest hit to the line start, if any.

Parameters
startThe line start point, in a 2D world space.
endThe line end point, in a 2D world space.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
A nullable Hit with the closest hit to the line start, if any.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ Linecast() [2/2]

void Quantum.Physics2D.PhysicsEngine2D.Api.Linecast ( HitCollection *  collection,
FPVector2  start,
FPVector2  end,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a line cast and adds the closest hit to the line start, if any, to a persistent collection of hits.

Parameters
collectionA previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection.
startThe line start point, in a 2D world space.
endThe line end point, in a 2D world space.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ RaycastAll() [1/2]

HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.RaycastAll ( FPVector2  origin,
FPVector2  direction,
FP  distance,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a ray cast, returning all hits.

Parameters
originThe ray origin point, in a 2D world space.
directionThe direction of the ray, not normalized internally.
distanceThe ray distance from the origin point on the specified direction.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
A temporary HitCollection with the query hits, automatically freed when the current frame simulation ends.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ RaycastAll() [2/2]

void Quantum.Physics2D.PhysicsEngine2D.Api.RaycastAll ( HitCollection *  collection,
FPVector2  origin,
FPVector2  direction,
FP  distance,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a ray cast, adding all hits to a persistent collection.

Parameters
collectionA previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection.
originThe ray origin point, in a 2D world space.
directionThe direction of the ray, not normalized internally.
distanceThe ray distance from the origin point on the specified direction.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ LinecastAll() [1/2]

HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.LinecastAll ( FPVector2  start,
FPVector2  end,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a line cast, returning all hits.

Parameters
startThe line start point, in a 2D world space.
endThe line end point, in a 2D world space.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
A temporary HitCollection with the query hits, automatically freed when the current frame simulation ends.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ LinecastAll() [2/2]

void Quantum.Physics2D.PhysicsEngine2D.Api.LinecastAll ( HitCollection *  collection,
FPVector2  start,
FPVector2  end,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a line cast, adding all hits to a persistent collection.

Parameters
collectionA previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection.
startThe line start point, in a 2D world space.
endThe line end point, in a 2D world space.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ AddShapeCastQuery()

int Quantum.Physics2D.PhysicsEngine2D.Api.AddShapeCastQuery ( FPVector2  start,
FP  rotation,
Shape2D shape,
FPVector2  translation,
bool  firstHitOnly = false,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Adds a broad-phase shape cast query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System.

Parameters
startThe cast start point, in a 2D world space.
rotationThe rotation of the shape, in radians.
shapeThe 2D shape to be casted.
translationThe cast direction and distance, from the cast start point.
firstHitOnlyIf the query results should return only the hit with the smallest Hit.CastDistanceNormalized or all hits (default).
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
The index of the injected query, to be used when retrieving the results with GetQueryHits.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ ShapeCast() [1/2]

Hit? Quantum.Physics2D.PhysicsEngine2D.Api.ShapeCast ( FPVector2  start,
FP  rotation,
Shape2D shape,
FPVector2  translation,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a shape cast and returns the hit with the shortest Hit.CastDistanceNormalized, if any.

Parameters
startThe cast start, in a 2D world space.
rotationThe rotation of the shape, in radians.
shapeThe 2D shape to be casted.
translationThe cast direction and distance, from the cast start point.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
A nullable Hit with the smallest Hit.CastDistanceNormalized, if any.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ ShapeCast() [2/2]

void Quantum.Physics2D.PhysicsEngine2D.Api.ShapeCast ( HitCollection *  collection,
FPVector2  start,
FP  rotation,
Shape2D shape,
FPVector2  translation,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a shape cast and adds the hit with the shortest Hit.CastDistanceNormalized, if any, to a persistent collection of hits.

Parameters
collectionA previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection.
startThe cast start, in a 2D world space.
rotationThe rotation of the shape, in radians.
shapeThe 2D shape to be casted.
translationThe cast direction and distance, from the cast start point.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
A nullable Hit with the smallest Hit.CastDistanceNormalized, if any.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ ShapeCastAll() [1/2]

HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.ShapeCastAll ( FPVector2  start,
FP  rotation,
Shape2D shape,
FPVector2  translation,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a shape cast, returning all hits.

Parameters
startThe cast start, in a 2D world space.
rotationThe rotation of the shape, in radians.
shapeThe 2D shape to be casted.
translationThe cast direction and distance, from the cast start point.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
A temporary HitCollection with the query hits, automatically freed when the current frame simulation ends.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ ShapeCastAll() [2/2]

void Quantum.Physics2D.PhysicsEngine2D.Api.ShapeCastAll ( HitCollection *  collection,
FPVector2  start,
FP  rotation,
Shape2D shape,
FPVector2  translation,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a shape cast, adding all hits to a persistent collection.

Parameters
collectionA previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection.
startThe cast start, in a 2D world space.
rotationThe rotation of the shape, in radians.
shapeThe 2D shape to be casted.
translationThe cast direction and distance, from the cast start point.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
A temporary HitCollection with the query hits, automatically freed when the current frame simulation ends.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ AddOverlapShapeQuery() [1/3]

int Quantum.Physics2D.PhysicsEngine2D.Api.AddOverlapShapeQuery ( Transform2D  transform,
Transform2DVertical  transformVertical,
Shape2D  shape,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll 
)
inline

Adds a broad-phase shape overlap query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System.

Parameters
transformA 2D transform component, with Position and Rotation info of the shape overlap.
transformVerticalA vertical transform component, with Vertical Position and Height info of the shape overlap on a 2.5D context.
shapeThe 2D shape to be overlapped.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
Returns
The index of the injected query, to be used when retrieving the results with GetQueryHits.

When using a vertical transform, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ AddOverlapShapeQuery() [2/3]

int Quantum.Physics2D.PhysicsEngine2D.Api.AddOverlapShapeQuery ( Transform2D  transform,
Shape2D  shape,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll 
)
inline

Adds a broad-phase shape overlap query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System.

Parameters
transformA 2D transform component, with Position and Rotation info of the shape overlap.
shapeThe 2D shape to be overlapped.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
Returns
The index of the injected query, to be used when retrieving the results with GetQueryHits.

◆ AddOverlapShapeQuery() [3/3]

int Quantum.Physics2D.PhysicsEngine2D.Api.AddOverlapShapeQuery ( FPVector2  position,
FP  rotation,
Shape2D  shape,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Adds a broad-phase shape overlap query to the 2D physics scene. In order to be resolved, must be added from a system that runs prior to the Physics System.

Parameters
positionThe position in which the shape is overlapped.
rotationThe rotation of the shape, in radians.
shapeThe 2D shape to be overlapped.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
The index of the injected query, to be used when retrieving the results with GetQueryHits.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ OverlapShape() [1/6]

void Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape ( HitCollection *  collection,
Transform2D  transform,
Transform2DVertical  transformVertical,
Shape2D  shape,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll 
)
inline

Queries the 2D physics scene with a shape overlap.

Parameters
collectionA previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection.
transformA 2D transform component, with Position and Rotation info of the shape overlap.
transformVerticalA vertical transform component, with Vertical Position and Height info of the shape overlap on a 2.5D context.
shapeThe 2D shape to be overlapped.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
Exceptions
InvalidOperationExceptionThrown if the hit collection is not persistent.

When using vertical transform, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ OverlapShape() [2/6]

void Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape ( HitCollection *  collection,
Transform2D  transform,
Shape2D  shape,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll 
)
inline

Queries the 2D physics scene with a shape overlap.

Parameters
collectionA previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection.
transformA 2D transform component, with Position and Rotation info of the shape overlap.
shapeThe 2D shape to be overlapped.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
Exceptions
InvalidOperationExceptionThrown if the hit collection is not persistent.

◆ OverlapShape() [3/6]

void Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape ( HitCollection *  collection,
FPVector2  position,
FP  rotation,
Shape2D  shape,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a shape overlap.

Parameters
collectionA previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection.
positionThe position in which the shape is overlapped.
rotationThe rotation of the shape, in radians.
shapeThe 2D shape to be overlapped.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Exceptions
InvalidOperationExceptionThrown if the hit collection is not persistent.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ OverlapShape() [4/6]

HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape ( Transform2D  transform,
Transform2DVertical  transformVertical,
Shape2D  shape,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll 
)
inline

Queries the 2D physics scene with a shape overlap.

Parameters
transformA 2D transform component, with Position and Rotation info of the shape overlap.
transformVerticalA vertical transform component, with Vertical Position and Height info of the shape overlap on a 2.5D context.
shapeThe 2D shape to be overlapped.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
Returns
A temporary HitCollection with the query hits, automatically freed when the current frame simulation ends.

When using vertical transform, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ OverlapShape() [5/6]

HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape ( Transform2D  transform,
Shape2D  shape,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll 
)
inline

Queries the 2D physics scene with a shape overlap.

Parameters
transformA 2D transform component, with Position and Rotation info of the shape overlap.
shapeThe 2D shape to be overlapped.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
Returns
A temporary HitCollection with the query hits, automatically freed when the current frame simulation ends.

◆ OverlapShape() [6/6]

HitCollection Quantum.Physics2D.PhysicsEngine2D.Api.OverlapShape ( FPVector2  position,
FP  rotation,
Shape2D  shape,
int  layerMask = -1,
QueryOptions  options = QueryOptions.HitAll,
FP  verticalPosition = default,
FP  verticalHeight = default 
)
inline

Queries the 2D physics scene with a shape overlap.

Parameters
positionThe position in which the shape is overlapped.
rotationThe rotation of the shape, in radians.
shapeThe 2D shape to be overlapped.
layerMaskA mask that specifies which layers will be checked against. By default, all layers are considered. To create a layer mask, see LayerInfo.GetLayerMask(string) and overloads on the frame.Layers property.
optionsThe QueryOptions used by the query. By default, all types of colliders are checked against and detailed info (hit point, penetration and normal) is not computed.
verticalPositionThe position of the query on the vertical axis, on a 2.5D context.
verticalHeightThe height of the query from the vertical position on the positive sense of the vertical axis.
Returns
A temporary HitCollection with the query hits, automatically freed when the current frame simulation ends.

If using vertical position and/or height, make sure "Use Vertical Transform" is set on the Simulation Config.

◆ OnCollision2D()

void Quantum.ISignalOnCollision2D.OnCollision2D ( Frame  f,
CollisionInfo2D  info 
)

Called once per frame while two non-trigger 2D colliders are touching.

Parameters
fThe frame in which the collision happened.
infoThe CollisionInfo2D with data about the collision.

◆ OnCollisionEnter2D()

void Quantum.ISignalOnCollisionEnter2D.OnCollisionEnter2D ( Frame  f,
CollisionInfo2D  info 
)

Called once two non-trigger 2D colliders start touching.

Parameters
fThe frame in which the collision happened.
infoThe CollisionInfo2D with data about the collision.

◆ OnCollisionExit2D()

void Quantum.ISignalOnCollisionExit2D.OnCollisionExit2D ( Frame  f,
ExitInfo2D  info 
)

Called once two non-trigger 2D colliders stop touching.

Parameters
fThe frame in which the entities stopped touching.
infoThe ExitInfo2D with the entities that were touching.

◆ OnTrigger2D()

void Quantum.ISignalOnTrigger2D.OnTrigger2D ( Frame  f,
TriggerInfo2D  info 
)

Called once per frame while a non-trigger and a trigger 2D colliders are touching.

Parameters
fThe frame in which the collision happened.
infoThe TriggerInfo2D with data about the trigger collision.

◆ OnTriggerEnter2D()

void Quantum.ISignalOnTriggerEnter2D.OnTriggerEnter2D ( Frame  f,
TriggerInfo2D  info 
)

Called once a non-trigger and a trigger 2D colliders start touching.

Parameters
fThe frame in which the collision happened.
infoThe TriggerInfo2D with data about the trigger collision.

◆ OnTriggerExit2D()

void Quantum.ISignalOnTriggerExit2D.OnTriggerExit2D ( Frame  f,
ExitInfo2D  info 
)

Called once a non-trigger and a trigger 2D colliders stop touching.

Parameters
fThe frame in which the entities stopped touching.
infoThe ExitInfo2D with the entities that were touching.