Groups the 3D Physics classes. More...
Classes | |
class | Quantum.Physics3D.PhysicsEngine3D.Api |
3D Physics API More... | |
struct | Quantum.CharacterController3D |
struct | Quantum.CollisionInfo3D |
Info about a collision between two 3D physics colliders. More... | |
struct | Quantum.ExitInfo3D |
Info about two entities that were colliding in the 3D Physics. More... | |
struct | Quantum.Physics3D.Hit3D |
Information returned from a valid hit of a physics query. More... | |
interface | Quantum.ISignalOnCollision3D |
Interface for receiving callbacks once per frame while two non-trigger 3D colliders are touching. More... | |
interface | Quantum.ISignalOnCollisionEnter3D |
Interface for receiving callbacks once two non-trigger 3D colliders start touching. More... | |
interface | Quantum.ISignalOnCollisionExit3D |
Interface for receiving callbacks once two non-trigger 3D colliders stop touching. More... | |
interface | Quantum.ISignalOnTrigger3D |
Interface for receiving callbacks once per frame while a non-trigger and a trigger 3D colliders are touching. More... | |
interface | Quantum.ISignalOnTriggerEnter3D |
Interface for receiving callbacks once a non-trigger and a trigger 3D colliders start touching. More... | |
interface | Quantum.ISignalOnTriggerExit3D |
Interface for receiving callbacks once a non-trigger and a trigger 3D colliders stop touching. More... | |
struct | Quantum.Shape3D |
Defines a 3D 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.TriggerInfo3D |
Info about a collision between a trigger and a non-trigger 3D physics colliders. More... | |
Functions | |
int | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
int | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
int | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
int | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
int | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
HitCollection3D * | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.FreePersistentHitCollection3D (HitCollection3D *collection) |
Free a persistent HitCollection3D previously allocated on the heap. To allocate a persistent collection of 3D hits, use AllocatePersistentHitCollection3D. More... | |
bool | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
HitCollection3D | Quantum.Physics3D.PhysicsEngine3D.Api.GetQueryHits (int index) |
Gets the results of a broad-phase query added to the 3D physics scene. More... | |
Hit3D? | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
HitCollection3D | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.ISignalOnCollision3D.OnCollision3D (Frame f, CollisionInfo3D info) |
Called once per frame while two non-trigger 3D colliders are touching. More... | |
void | Quantum.ISignalOnCollisionEnter3D.OnCollisionEnter3D (Frame f, CollisionInfo3D info) |
Called once two non-trigger 3D colliders start touching. More... | |
void | Quantum.ISignalOnCollisionExit3D.OnCollisionExit3D (Frame f, ExitInfo3D info) |
Called once two non-trigger 3D colliders stop touching. More... | |
void | Quantum.ISignalOnTrigger3D.OnTrigger3D (Frame f, TriggerInfo3D info) |
Called once per frame while a non-trigger and a trigger 3D colliders are touching. More... | |
void | Quantum.ISignalOnTriggerEnter3D.OnTriggerEnter3D (Frame f, TriggerInfo3D info) |
Called once a non-trigger and a trigger 3D colliders start touching. More... | |
void | Quantum.ISignalOnTriggerExit3D.OnTriggerExit3D (Frame f, ExitInfo3D info) |
Called once a non-trigger and a trigger 3D colliders stop touching. More... | |
HitCollection3D | Quantum.Physics3D.PhysicsEngine3D.Api.OverlapShape (FPVector3 position, FPQuaternion rotation, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
Queries the 3D physics scene with a shape overlap. More... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.OverlapShape (HitCollection3D *collection, Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
Queries the 3D physics scene with a shape overlap. More... | |
HitCollection3D | Quantum.Physics3D.PhysicsEngine3D.Api.OverlapShape (Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
Queries the 3D physics scene with a shape overlap. More... | |
Hit3D? | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
HitCollection3D | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.ResetMap () |
Resets 3D physics scene map asset guid. More... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.SetCallbacks (EntityRef entity, CallbackFlags flags) |
Sets which 3D physics collision callbacks will be called for the entity . More... | |
Hit3D? | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
HitCollection3D | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
void | Quantum.Physics3D.PhysicsEngine3D.Api.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... | |
bool | Quantum.Physics3D.PhysicsEngine3D.Api.TryGetQueryHits (int index, out HitCollection3D queryHits) |
Tries to get the results of a broad-phase query added to the 3D physics scene. More... | |
Properties | |
Map | Quantum.Physics2D.PhysicsEngine2D.Api.Map [get] |
Retrieves the map asset currently used on the physics scene. More... | |
Map | Quantum.Physics3D.PhysicsEngine3D.Api.Map [get] |
Retrieves the map asset currently used on the physics scene. More... | |
Groups the 3D Physics classes.
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Sets which 3D physics collision callbacks will be called for the entity .
The entity must have a PhysicsCollider3D 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 PhysicsCollider3D component attached. |
flags | The CallbackFlags of the desired collision callbacks. |
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Resets 3D physics scene map asset guid.
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Allocates a persistent HitCollection3D on the heap with an initial capacity. To free an allocated persistent collection of 3D hits, use FreePersistentHitCollection3D.
defaultCapacity | The initial Hit3D buffer capacity allocated for the hit collection. |
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Free a persistent HitCollection3D previously allocated on the heap. To allocate a persistent collection of 3D hits, use AllocatePersistentHitCollection3D.
collection | A pointer to the persistent hit collection to be freed. |
InvalidOperationException | Thrown when the hit collection was not allocated as persistent. |
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Gets the results of a broad-phase query added to the 3D physics scene.
index | The broad-phase query index. |
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Tries to get the results of a broad-phase query added to the 3D physics scene.
index | The broad-phase query index. |
queryHits | The HitCollection3D with the query hits. Default if the index is not valid. |
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Gets all the results for all the broad-phase queries added to the 3D physics scene this frame.
queriesHits | A buffer of HitCollection3D 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.
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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.
origin | The ray origin point, in a 3D 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. |
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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.
start | The line start point, in a 3D world space. |
end | The line end point, in a 3D 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. |
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Queries the 3D physics scene with a ray cast and returns the closest hit to the ray origin, if any.
origin | The ray origin point, in a 3D 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. |
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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.
collection | A previously allocated persistent HitCollection3D, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection3D. |
origin | The ray origin point, in a 3D 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. |
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Queries the 3D physics scene with a line cast and returns the closest hit to the line start, if any.
start | The line start point, in a 3D world space. |
end | The line end point, in a 3D 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. |
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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.
collection | A previously allocated persistent HitCollection3D, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection3D. |
start | The line start point, in a 3D world space. |
end | The line end point, in a 3D 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. |
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Queries the 3D physics scene with a ray cast, returning all hits.
origin | The ray origin point, in a 3D 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. |
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Queries the 3D physics scene with a ray cast, adding all hits to a persistent collection.
collection | A previously allocated persistent HitCollection3D, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection3D. |
origin | The ray origin point, in a 3D 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. |
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Queries the 3D physics scene with a line cast, returning all hits.
start | The line start point, in a 3D world space. |
end | The line end point, in a 3D 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. |
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Queries the 3D physics scene with a line cast, returning all hits.
collection | A previously allocated persistent HitCollection3D, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection3D. |
start | The line start point, in a 3D world space. |
end | The line end point, in a 3D 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. |
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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.
start | The cast start point, in a 3D world space. |
rotation | The quaternion rotation of the shape. |
shape | The 3D 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 Hit3D.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. |
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Queries the 3D physics scene with a shape cast and returns the hit with the smallest Hit3D.CastDistanceNormalized, if any.
start | The cast start, in a 3D world space. |
rotation | The quaternion rotation of the shape. |
shape | The 3D 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. |
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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.
collection | A previously allocated persistent HitCollection3D, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection3D. |
start | The cast start, in a 3D world space. |
rotation | The quaternion rotation of the shape. |
shape | The 3D 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. |
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Queries the 3D physics scene with a shape cast, returning all hits.
start | The cast start, in a 3D world space. |
rotation | The quaternion rotation of the shape. |
shape | The 3D 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. |
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Queries the 3D physics scene with a shape cast, adding all hits to a persistent collection.
collection | A previously allocated persistent HitCollection3D, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection3D. |
start | The cast start, in a 3D world space. |
rotation | The quaternion rotation of the shape. |
shape | The 3D 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. |
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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.
transform | A 3D transform component, with Position and Rotation info of the shape overlap. |
shape | The 3D 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. |
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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.
position | The position in which the shape is overlapped. |
rotation | The quaternion rotation of the shape. |
shape | The 3D 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. |
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Queries the 3D physics scene with a shape overlap.
collection | A previously allocated persistent HitCollection3D, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection3D. |
transform | A 3D transform component, with Position and Rotation info of the shape overlap. |
shape | The 3D 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. |
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Queries the 3D physics scene with a shape overlap.
collection | A previously allocated persistent HitCollection3D, to which the query hits will be added. For allocating a persistent HitCollection, see AllocatePersistentHitCollection3D. |
position | The position in which the shape is overlapped. |
rotation | The quaternion rotation of the shape. |
shape | The 3D 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. |
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Queries the 3D physics scene with a shape overlap.
transform | A 3D transform component, with Position and Rotation info of the shape overlap. |
shape | The 3D 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. |
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Queries the 3D physics scene with a shape overlap.
position | The 3D position in which the shape is overlapped. |
rotation | The quaternion rotation of the shape. |
shape | The 3D 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. |
void Quantum.ISignalOnCollision3D.OnCollision3D | ( | Frame | f, |
CollisionInfo3D | info | ||
) |
Called once per frame while two non-trigger 3D colliders are touching.
f | The frame in which the collision happened. |
info | The CollisionInfo3D with data about the collision. |
void Quantum.ISignalOnCollisionEnter3D.OnCollisionEnter3D | ( | Frame | f, |
CollisionInfo3D | info | ||
) |
Called once two non-trigger 3D colliders start touching.
f | The frame in which the collision happened. |
info | The CollisionInfo3D with data about the collision. |
void Quantum.ISignalOnCollisionExit3D.OnCollisionExit3D | ( | Frame | f, |
ExitInfo3D | info | ||
) |
Called once two non-trigger 3D colliders stop touching.
f | The frame in which the entities stopped touching. |
info | The ExitInfo3D with the entities that were touching. |
void Quantum.ISignalOnTrigger3D.OnTrigger3D | ( | Frame | f, |
TriggerInfo3D | info | ||
) |
Called once per frame while a non-trigger and a trigger 3D colliders are touching.
f | The frame in which the collision happened. |
info | The TriggerInfo3D with data about the trigger collision. |
void Quantum.ISignalOnTriggerEnter3D.OnTriggerEnter3D | ( | Frame | f, |
TriggerInfo3D | info | ||
) |
Called once a non-trigger and a trigger 3D colliders start touching.
f | The frame in which the collision happened. |
info | The TriggerInfo3D with data about the trigger collision. |
void Quantum.ISignalOnTriggerExit3D.OnTriggerExit3D | ( | Frame | f, |
ExitInfo3D | info | ||
) |
Called once a non-trigger and a trigger 3D colliders stop touching.
f | The frame in which the entities stopped touching. |
info | The ExitInfo3D with the entities that were touching. |
|
get |
Retrieves the map asset currently used on the physics scene.
The map currently used by the physics scene is only updated during verified simulations, so this map can be different from the frame Map during predictions, when the latter is changed.
|
get |
Retrieves the map asset currently used on the physics scene.
The map currently used by the physics scene is only updated during verified simulations, so this map can be different from the frame Map during predictions, when the latter is changed.