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HitCollection * | AllocatePersistentHitCollection (int defaultCapacity=64) |
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bool | CheckOverlap (HitCollection *hits, Shape2D *shapeA, Transform2D *transformA, Hit *hit) |
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HitCollection | CheckOverlap (Shape2D *shapeA, Transform2D *transformA, Hit *hit) |
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| bool | CheckOverlap (Shape2D.BoxShape boxShape, Shape2D.CapsuleShape capsuleShape, Transform2D *boxTransform, Transform2D *capsuleTransform, out CollisionResultInfo2D result) |
| | Obsolete. Use the CheckOverlap(Shape2D.BoxShape, Transform2D*, Shape2D.CapsuleShape, Transform2D*, out CollisionResultInfo2D) overload instead. More...
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bool | CheckOverlap (Shape2D.BoxShape boxShape, Transform2D *boxTransform, Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.BoxShape boxShape, Transform2D *boxTransform, Shape2D.CircleShape circleShape, FPVector2 circlePosition, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.BoxShape boxShape, Transform2D *boxTransform, Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.BoxShape boxShape, Transform2D *boxTransform, Shape2D.PolygonShape polygonShape, Transform2D *polygonTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.BoxShape boxShapeA, Transform2D *transformA, Shape2D.BoxShape boxShapeB, Transform2D *transformB, out CollisionResultInfo2D result) |
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| bool | CheckOverlap (Shape2D.CapsuleShape capsuleShape, Shape2D.BoxShape boxShape, Transform2D *capsuleTransform, Transform2D *boxTransform, out CollisionResultInfo2D result) |
| | Obsolete. Use the CheckOverlap(Shape2D.CapsuleShape, Transform2D*, Shape2D.BoxShape, Transform2D*, out CollisionResultInfo2D) overload instead. More...
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| bool | CheckOverlap (Shape2D.CapsuleShape capsuleShape, Shape2D.CircleShape circleShape, Transform2D *capsuleTransform, FPVector2 circlePosition, out CollisionResultInfo2D result) |
| | Obsolete. Use the CheckOverlap(Shape2D.CapsuleShape, Transform2D*, Shape2D.CircleShape, FPVector2, out CollisionResultInfo2D) overload instead. More...
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bool | CheckOverlap (Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, Shape2D.BoxShape boxShape, Transform2D *boxTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, Shape2D.CircleShape circleShape, FPVector2 circlePosition, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, Shape2D.PolygonShape polygonShape, Transform2D *polygonTransform, out CollisionResultInfo2D result) |
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| bool | CheckOverlap (Shape2D.CapsuleShape capsuleShapeA, Shape2D.CapsuleShape capsuleShapeB, Transform2D *capsuleTransformA, Transform2D *capsuleTransformB, out CollisionResultInfo2D result) |
| | Obsolete. Use the CheckOverlap(Shape2D.CapsuleShape, Transform2D*, Shape2D.CapsuleShape, Transform2D*, out CollisionResultInfo2D) overload instead. More...
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bool | CheckOverlap (Shape2D.CapsuleShape capsuleShapeA, Transform2D *capsuleTransformA, Shape2D.CapsuleShape capsuleShapeB, Transform2D *capsuleTransformB, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.CircleShape circleShape, FPVector2 circlePosition, Shape2D.BoxShape boxShape, Transform2D *boxTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.CircleShape circleShape, FPVector2 circlePosition, Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.CircleShape circleShape, FPVector2 circlePosition, Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.CircleShape circleShape, FPVector2 circlePosition, Shape2D.PolygonShape polygonShape, Transform2D *polygonTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.CircleShape shapeA, FPVector2 positionA, Shape2D.CircleShape shapeB, FPVector2 positionB, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, Shape2D.BoxShape boxShape, Transform2D *boxTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, Shape2D.CapsuleShape capsuleShape, Transform2D *capsuleTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, Shape2D.CircleShape circleShape, FPVector2 circlePosition, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.EdgeShape edgeShape, Transform2D *edgeTransform, Shape2D.PolygonShape polygonShape, Transform2D *polygonTransform, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.EdgeShape edgeShapeA, Transform2D *edgeTransformA, Shape2D.EdgeShape edgeShapeB, Transform2D *edgeTransformB, out CollisionResultInfo2D result) |
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bool | CheckOverlap (Shape2D.PolygonShape polygonAssetA, Transform2D *transformA, Shape2D.PolygonShape polygonAssetB, Transform2D *transformB, out CollisionResultInfo2D result) |
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void | FreePersistentHitCollection (HitCollection *collection) |
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bool | GetAllQueriesHits (out HitCollection *queriesHits, out int queriesCount) |
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CallbackFlags | GetCallbacks (EntityRef entity) |
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| HitCollection | GetQueryHits (in PhysicsQueryRef queryRef) |
| | Gets the results of a broad-phase query added to the 2D physics scene. More...
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HitCollection | GetQueryHits (int index) |
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| bool | IsValidQueryRef (in PhysicsQueryRef queryRef) |
| | Checks if a given broad-phase physics query reference is valid for result retrieval. Broad-phase queries must be injected before the Physics system Update, their Ref stored and the results retrieved after the Physics Update, on the same frame. More...
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Hit? | Linecast (FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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void | Linecast (HitCollection *collection, FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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HitCollection | LinecastAll (FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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void | LinecastAll (HitCollection *collection, FPVector2 start, FPVector2 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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HitCollection | OverlapShape (FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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void | OverlapShape (HitCollection *collection, FPVector2 position, FP rotation, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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void | OverlapShape (HitCollection *collection, Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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void | OverlapShape (HitCollection *collection, Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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HitCollection | OverlapShape (Transform2D transform, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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HitCollection | OverlapShape (Transform2D transform, Transform2DVertical transformVertical, Shape2D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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Hit? | Raycast (FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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void | Raycast (HitCollection *collection, FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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HitCollection | RaycastAll (FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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void | RaycastAll (HitCollection *collection, FPVector2 origin, FPVector2 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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Hit? | ShapeCast (FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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Hit? | ShapeCast (FPVector2 start, FP rotation, Shape2D shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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void | ShapeCast (HitCollection *collection, FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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HitCollection | ShapeCastAll (FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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HitCollection | ShapeCastAll (FPVector2 start, FP rotation, Shape2D shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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void | ShapeCastAll (HitCollection *collection, FPVector2 start, FP rotation, Shape2D *shape, FPVector2 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll, FP verticalPosition=default, FP verticalHeight=default) |
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| bool | TryGetQueryHits (in PhysicsQueryRef queryRef, out HitCollection queryHits) |
| | Tries to get the results of a broad-phase query added to the 2D physics scene. More...
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| bool | TryGetQueryHits (int index, out HitCollection queryHits) |
| | Obsolete. Use 'TryGetQueryHits(in PhysicsQueryRef, out HitCollection)' overload instead. More...
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Struct to provide thread-safe access to the physics functions.