Quantum 3
3.0.9
Groups the 3D Physics classes. More...
Classes | |
| class | Quantum.Physics3D.PhysicsEngine3D.Api |
| 3D Physics API More... | |
| struct | Quantum.Shape3D.BoxShape |
Defines a 3D box shape in its local space. In order to create a Shape3D of type Shape3DType.Box, use Shape3D.CreateBox.
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| struct | Quantum.Shape3D.CapsuleShape |
Defines a 3D capsule shape in its local space. In order to create a Shape3D of type Shape3DType.Capsule, use Shape3D.CreateCapsule.
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| struct | Quantum.TriangleMesh.CellBounds |
| The bounds of a cell. More... | |
| struct | Quantum.CharacterController3D |
| A component for kinematic character controller prototyping that uses a sphere as a shape. You can quickly add this to an entity and set a CharacterController3DConfig, then call the CharacterController3D.Move(FrameBase, EntityRef, FPVector3, IKCCCallbacks3D, int?, bool?, FP?) method in a system update. More... | |
| struct | Quantum.CharacterController3DMovement |
| Result of a 3D KCC raw movement query. More... | |
| struct | Quantum.CollisionInfo3D |
| Info about a collision between two 3D physics colliders. More... | |
| class | Quantum.DynamicMap |
| Used to dynamically edit and manage mesh colliders and their triangles at runtime. This is particularly useful in games with procedurally generated content or user-generated levels, where the environment can change dynamically. More... | |
| struct | Quantum.EditMeshScope |
| Scope for editing triangles of a mesh collider. 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... | |
| struct | Quantum.Physics3D.HitCollection3D |
| Collection of hit information returned from a physics query. More... | |
| interface | Quantum.Core.ICollisionCallbacks3D |
| Interface for receiving 3D collision callbacks More... | |
| interface | Quantum.IKCCCallbacks3D |
| The interface receives the interaction callbacks from the character controller system. 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.MapStaticCollider3D |
| The data structure to hold 3D static colliders for a Quantum map. Static colliders are baked into the map and are used for efficient collision detection. More... | |
| struct | Quantum.Shape3D.MeshShape |
| References a static Mesh collider by its index. More... | |
| struct | Quantum.MeshUnmanagedTrianglesRef |
| A lightweight reference to a mesh in unmanaged memory. More... | |
| struct | Quantum.PhysicsBody3D |
| Adds physics motion to an entity with a PhysicsCollider3D driven by the built-in physics systems. You can customize how the movement of the physics body will works by changing the Mass, GravityScale or Drag. A Kinematic body will not have linear and angular velocities integrated, but those values are still perceived and taken into account when resolving the collision with other dynamic bodies. More... | |
| struct | Quantum.PhysicsCallbacks3D |
| struct | Quantum.PhysicsCollider3D |
| A component with a shape used to represent 3D physics objects in the physics simulation. You can use flags and layers to setup how the object interacts with other colliders. 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... | |
| class | Quantum.Shape3DConfig |
| The base settings for building a Shape3D. More... | |
| struct | Quantum.Shape3D.SphereShape |
Defines a sphere shape in its local space. In order to create a Shape3D of type Shape3DType.Sphere, use Shape3D.CreateSphere.
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| struct | Quantum.Shape3D.TerrainShape |
| References a static Terrain shape by its Quantum.TerrainCollider asset. More... | |
| struct | Quantum.Physics3D.PhysicsEngine3D.Api.ThreadSafeApi |
| Struct to provide thread-safe access to the physics functions. More... | |
| class | Quantum.TriangleMesh |
| The data representation of all static triangles in the scene. More... | |
| struct | Quantum.TriangleReference |
| Represents a reference to a triangle in the triangle mesh. More... | |
| struct | Quantum.TriggerInfo3D |
| Info about a collision between a trigger and a non-trigger 3D physics colliders. More... | |
Enumerations | |
| enum | Quantum.PhysicsBody3D.ConfigFlags : byte |
| The flags to set up how the physics body will behave in the physics systems. More... | |
| enum | Quantum.RotationFreezeFlags : byte |
| The flags to set up the rotation axis that will be not changed by the physics body movement. More... | |
| enum | Quantum.Shape3DType : byte |
| Defines the geometry used by the Shape3D. More... | |
Functions | |
| PhysicsQueryRef | 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... | |
| PhysicsQueryRef | 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... | |
| PhysicsQueryRef | 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... | |
| PhysicsQueryRef | 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... | |
| PhysicsQueryRef | 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... | |
| static PhysicsBody3D | Quantum.PhysicsBody3D.CreateDynamic (FP mass, FP drag, FP angularDrag, Boolean allowSleeping, Boolean awakenByKinematics=false, RotationFreezeFlags flags=default, FPVector3? centerOfMass=null, NullableFP gravityScale=default) |
| Creates a dynamic PhysicsBody3D. 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 (in PhysicsQueryRef queryRef) |
| Gets the results of a broad-phase query added to the 3D physics scene. More... | |
| void | Quantum.PhysicsBody3D.InitBody (FP bodyMass, FP drag, FP angularDrag, ConfigFlags bodyConfig, RotationFreezeFlags rotationFlags, FPVector3? centerOfMass=null, NullableFP gravityScale=default, NullableFP inertiaScale=default, NullableFPVector3 inertiaTensor=default) |
| Initializes a PhysicsBody3D component with custom settings. More... | |
| bool | Quantum.Physics3D.PhysicsEngine3D.Api.IsValidQueryRef (in PhysicsQueryRef queryRef) |
| Checks if a given broad-phase physics query reference is valid for result retrieval. Broad-phase queries must be injected before the Physics system Update, their Ref stored and the results retrieved after the Physics Update, on the same frame. More... | |
| 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.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 (in PhysicsQueryRef queryRef, out HitCollection3D queryHits) |
| Tries to get the results of a broad-phase query added to the 3D physics scene. More... | |
Groups the 3D Physics classes.
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The flags to set up the rotation axis that will be not changed by the physics body movement.
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The flags to set up how the physics body will behave in the physics systems.
| Enumerator | |
|---|---|
| Default | IsAllowedToSleep | IsAwakenedByForces | ResetInertiaOnAdded | ResetCenterOfMassOnAdded |
| IsKinematic | Prevents linear and angular velocities from being integrated. |
| IsAllowedToSleep | Allows the physics body to sleep after some time at rest. |
| IsAwakenedByForces | Allows sleeping physic bodies to be awakened by dynamic interactions. |
| IsAwakenedByKinematics | Allows sleeping physic bodies to be awakened by kinematic interaction. |
| ResetInertiaOnAdded | Allows the physics body to compute the inertia automatically when it is added to an entity. |
| ResetCenterOfMassOnAdded | Resets the CenterOfMass to the shape Shape3D.Centroid when the physics body is added to an entity. |
| UseContinuousCollisionDetection | Prevents the physics body from passing through other objects when at high velocity. |
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Defines the geometry used by the Shape3D.
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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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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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Checks if a given broad-phase physics query reference is valid for result retrieval. Broad-phase queries must be injected before the Physics system Update, their Ref stored and the results retrieved after the Physics Update, on the same frame.
| queryRef | The query ref to be checked. |
true if the query ref is valid and query results can be retrieved from it this frame. false otherwise.
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Gets the results of a broad-phase query added to the 3D physics scene.
| queryRef | Broad-phase Query reference. Returned when adding a broad-phase query to the physics engine. |
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Tries to get the results of a broad-phase query added to the 3D physics scene.
| queryRef | Broad-phase Query reference. Returned when adding a broad-phase query to the physics engine. |
| queryHits | The HitCollection3D with the query hits. Default if the index is not valid. |
true if the index is valid, false otherwise.
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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. |
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.
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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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inline |
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. |
|
inline |
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. |
|
inline |
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. |
|
inline |
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. |
|
inline |
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. |
|
inline |
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. |
|
inline |
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. |
|
inline |
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. |
|
inlinestatic |
Creates a dynamic PhysicsBody3D.
| mass | The mass of the physics body. |
| drag | The drag of the physics body. |
| angularDrag | The angular drag of the physics body. |
| allowSleeping | Allows the physics body to sleep. |
| awakenByKinematics | Allows the physics body to be awaken by an interaction with kinematic bodies. |
| flags | The rotation freeze flags. |
| centerOfMass | The center of mass position relative to the transform's origin. |
| gravityScale | The multiplier for the gravity force applied for this physics body. |
|
inline |
Initializes a PhysicsBody3D component with custom settings.
| bodyMass | The mass of the physics body. |
| drag | The drag of the physics body. |
| angularDrag | The angular drag of the physics body. |
| bodyConfig | The ConfigFlags used in the physics body. |
| rotationFlags | The RotationFreezeFlags used in the physics body. |
| centerOfMass | The center of mass position relative to the transform's origin. |
| gravityScale | The multiplier for the gravity force applied for this physics body. |
| inertiaScale | A multiplier for the inertia tensor value. |
| inertiaTensor | An optional value for the body's inertia tensor. If not specified AND the ConfigFlags.ResetInertiaOnAdded is set in the bodyConfig , then the inertia tensor will be computed when the body component is added to an entity, based on the shape of the collider, assuming uniform mass distribution. |
| 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. |