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... | |
Hit? | Quantum.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... | |
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) |
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... | |
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) |
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... | |
Groups the 2D Physics classes.
|
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.
entity | An entity with a PhysicsCollider2D component attached. |
flags | The CallbackFlags of the desired collision callbacks. |
|
inline |
Resets 2D physics scene map asset guid.
|
inline |
Allocates a persistent HitCollection on the heap with an initial capacity. To free an allocated persistent collection of 2D hits, use FreePersistentHitCollection.
defaultCapacity | The initial Hit buffer capacity allocated for the hit collection. |
|
inline |
Free a persistent HitCollection previously allocated on the heap. To allocate a persistent collection of 2D hits, use AllocatePersistentHitCollection.
collection | A pointer to the persistent hit collection to be freed. |
InvalidOperationException | Thrown when the hit collection was not allocated as persistent. |
|
inline |
Gets the results of a broad-phase query added to the 2D physics scene.
index | The broad-phase query index. |
|
inline |
Tries to get the results of a broad-phase query added to the 2D physics scene.
index | The broad-phase query index. |
queryHits | The HitCollection with the query hits. Default if the index is not valid. |
|
inline |
Gets all the results for all the broad-phase queries added to the 2D physics scene this frame.
queriesHits | A buffer of HitCollection with queriesCount elements, one for each broad-phase query added. |
queriesCount | The number of elements in the queriesHits buffer, also matching the number on broad-phase queries added. |
Example of how to iterate over added broad-phase queries results.
|
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.
origin | The ray origin point, in a 2D world space. |
direction | The direction of the ray, not normalized internally. |
distance | The ray distance from the origin point on the specified direction. |
firstHitOnly | If the query results should return only the closest hit to the ray origin or all hits (default). |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
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.
start | The line start point, in a 2D world space. |
end | The line end point, in a 2D world space. |
firstHitOnly | If the query results should return only the closest hit to the line start or all hits (default). |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a ray cast and returns the closest hit to the ray origin, if any.
origin | The ray origin point, in a 2D world space. |
direction | The direction of the ray, not normalized internally. |
distance | The ray distance from the origin point on the specified direction. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
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.
collection | A previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection. |
origin | The ray origin point, in a 2D world space. |
direction | The direction of the ray, not normalized internally. |
distance | The ray distance from the origin point on the specified direction. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a line cast and returns the closest hit to the line start, if any.
start | The line start point, in a 2D world space. |
end | The line end point, in a 2D world space. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
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.
collection | A previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection. |
start | The line start point, in a 2D world space. |
end | The line end point, in a 2D world space. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a ray cast, returning all hits.
origin | The ray origin point, in a 2D world space. |
direction | The direction of the ray, not normalized internally. |
distance | The ray distance from the origin point on the specified direction. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a ray cast, adding all hits to a persistent collection.
collection | A previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection. |
origin | The ray origin point, in a 2D world space. |
direction | The direction of the ray, not normalized internally. |
distance | The ray distance from the origin point on the specified direction. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a line cast, returning all hits.
start | The line start point, in a 2D world space. |
end | The line end point, in a 2D world space. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a line cast, adding all hits to a persistent collection.
collection | A previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection. |
start | The line start point, in a 2D world space. |
end | The line end point, in a 2D world space. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
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.
start | The cast start point, in a 2D world space. |
rotation | The rotation of the shape, in radians. |
shape | The 2D shape to be casted. |
translation | The cast direction and distance, from the cast start point. |
firstHitOnly | If the query results should return only the hit with the smallest Hit.CastDistanceNormalized or all hits (default). |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a shape cast and returns the hit with the shortest Hit.CastDistanceNormalized, if any.
start | The cast start, in a 2D world space. |
rotation | The rotation of the shape, in radians. |
shape | The 2D shape to be casted. |
translation | The cast direction and distance, from the cast start point. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
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.
collection | A previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection. |
start | The cast start, in a 2D world space. |
rotation | The rotation of the shape, in radians. |
shape | The 2D shape to be casted. |
translation | The cast direction and distance, from the cast start point. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a shape cast, returning all hits.
start | The cast start, in a 2D world space. |
rotation | The rotation of the shape, in radians. |
shape | The 2D shape to be casted. |
translation | The cast direction and distance, from the cast start point. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a shape cast, adding all hits to a persistent collection.
collection | A previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection. |
start | The cast start, in a 2D world space. |
rotation | The rotation of the shape, in radians. |
shape | The 2D shape to be casted. |
translation | The cast direction and distance, from the cast start point. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
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.
transform | A 2D transform component, with Position and Rotation info of the shape overlap. |
transformVertical | A vertical transform component, with Vertical Position and Height info of the shape overlap on a 2.5D context. |
shape | The 2D shape to be overlapped. |
layerMask | A 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. |
options | The 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. |
When using a vertical transform, make sure "Use Vertical Transform" is set on the Simulation Config.
|
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.
transform | A 2D transform component, with Position and Rotation info of the shape overlap. |
shape | The 2D shape to be overlapped. |
layerMask | A 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. |
options | The 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. |
|
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.
position | The position in which the shape is overlapped. |
rotation | The rotation of the shape, in radians. |
shape | The 2D shape to be overlapped. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
|
inline |
Queries the 2D physics scene with a shape overlap.
collection | A previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection. |
transform | A 2D transform component, with Position and Rotation info of the shape overlap. |
transformVertical | A vertical transform component, with Vertical Position and Height info of the shape overlap on a 2.5D context. |
shape | The 2D shape to be overlapped. |
layerMask | A 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. |
options | The 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. |
InvalidOperationException | Thrown if the hit collection is not persistent. |
When using vertical transform, make sure "Use Vertical Transform" is set on the Simulation Config.
|
inline |
Queries the 2D physics scene with a shape overlap.
collection | A previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection. |
transform | A 2D transform component, with Position and Rotation info of the shape overlap. |
shape | The 2D shape to be overlapped. |
layerMask | A 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. |
options | The 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. |
InvalidOperationException | Thrown if the hit collection is not persistent. |
|
inline |
Queries the 2D physics scene with a shape overlap.
collection | A previously allocated persistent HitCollection, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection. |
position | The position in which the shape is overlapped. |
rotation | The rotation of the shape, in radians. |
shape | The 2D shape to be overlapped. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The height of the query from the vertical position on the positive sense of the vertical axis. |
InvalidOperationException | Thrown 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.
|
inline |
Queries the 2D physics scene with a shape overlap.
transform | A 2D transform component, with Position and Rotation info of the shape overlap. |
transformVertical | A vertical transform component, with Vertical Position and Height info of the shape overlap on a 2.5D context. |
shape | The 2D shape to be overlapped. |
layerMask | A 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. |
options | The 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. |
When using vertical transform, make sure "Use Vertical Transform" is set on the Simulation Config.
|
inline |
Queries the 2D physics scene with a shape overlap.
transform | A 2D transform component, with Position and Rotation info of the shape overlap. |
shape | The 2D shape to be overlapped. |
layerMask | A 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. |
options | The 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. |
|
inline |
Queries the 2D physics scene with a shape overlap.
position | The position in which the shape is overlapped. |
rotation | The rotation of the shape, in radians. |
shape | The 2D shape to be overlapped. |
layerMask | A 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. |
options | The 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. |
verticalPosition | The position of the query on the vertical axis, on a 2.5D context. |
verticalHeight | The 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.
void Quantum.ISignalOnCollision2D.OnCollision2D | ( | Frame | f, |
CollisionInfo2D | info | ||
) |
Called once per frame while two non-trigger 2D colliders are touching.
f | The frame in which the collision happened. |
info | The CollisionInfo2D with data about the collision. |
void Quantum.ISignalOnCollisionEnter2D.OnCollisionEnter2D | ( | Frame | f, |
CollisionInfo2D | info | ||
) |
Called once two non-trigger 2D colliders start touching.
f | The frame in which the collision happened. |
info | The CollisionInfo2D with data about the collision. |
void Quantum.ISignalOnCollisionExit2D.OnCollisionExit2D | ( | Frame | f, |
ExitInfo2D | info | ||
) |
Called once two non-trigger 2D colliders stop touching.
f | The frame in which the entities stopped touching. |
info | The ExitInfo2D with the entities that were touching. |
void Quantum.ISignalOnTrigger2D.OnTrigger2D | ( | Frame | f, |
TriggerInfo2D | info | ||
) |
Called once per frame while a non-trigger and a trigger 2D colliders are touching.
f | The frame in which the collision happened. |
info | The TriggerInfo2D with data about the trigger collision. |
void Quantum.ISignalOnTriggerEnter2D.OnTriggerEnter2D | ( | Frame | f, |
TriggerInfo2D | info | ||
) |
Called once a non-trigger and a trigger 2D colliders start touching.
f | The frame in which the collision happened. |
info | The TriggerInfo2D with data about the trigger collision. |
void Quantum.ISignalOnTriggerExit2D.OnTriggerExit2D | ( | Frame | f, |
ExitInfo2D | info | ||
) |
Called once a non-trigger and a trigger 2D colliders stop touching.
f | The frame in which the entities stopped touching. |
info | The ExitInfo2D with the entities that were touching. |