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HitCollection3D * | AllocatePersistentHitCollection3D (int defaultCapacity=64) |
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bool | CheckOverlap (HitCollection3D *hits, Shape3D *shapeA, Transform3D *transformA, Hit3D *hit) |
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HitCollection3D | CheckOverlap (Shape3D *shapeA, Transform3D *transformA, Hit3D *hit) |
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bool | CheckOverlap (Shape3D.BoxShape boxShape, Transform3D *boxTransform, Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.BoxShape boxShape, Transform3D *boxTransform, Shape3D.SphereShape sphereShape, FPVector3 spherePosition, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.BoxShape boxShape, Transform3D *boxTransform, TriangleCCW *tri, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.BoxShape boxShapeA, Transform3D *transformA, Shape3D.BoxShape boxShapeB, Transform3D *transformB, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, Shape3D.BoxShape boxShape, Transform3D *boxTransform, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, Shape3D.SphereShape sphereShape, FPVector3 spherePosition, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.CapsuleShape capsuleShape, Transform3D *cpasuleTransform, TriangleCCW *tri, bool smoothSphereMeshCollision, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.CapsuleShape capsuleShapeA, Transform3D *capsuleTransformA, Shape3D.CapsuleShape capsuleShapeB, Transform3D *capsuleTransformB, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.SphereShape shapeA, FPVector3 positionA, Shape3D.SphereShape shapeB, FPVector3 positionB, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.SphereShape sphereShape, FPVector3 spherePosition, Shape3D.BoxShape boxShape, Transform3D *boxTransform, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.SphereShape sphereShape, FPVector3 spherePosition, Shape3D.CapsuleShape capsuleShape, Transform3D *capsuleTransform, out CollisionResultInfo3D result) |
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bool | CheckOverlap (Shape3D.SphereShape sphereShape, FPVector3 spherePosition, TriangleCCW *tri, bool smoothSphereMeshCollision, out CollisionResultInfo3D result) |
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void | FreePersistentHitCollection3D (HitCollection3D *collection) |
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bool | GetAllQueriesHits (out HitCollection3D *queriesHits, out int queriesCount) |
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CallbackFlags | GetCallbacks (EntityRef entity) |
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| HitCollection3D | GetQueryHits (in PhysicsQueryRef queryRef) |
| | Gets the results of a broad-phase query added to the 3D physics scene. More...
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HitCollection3D | 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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Hit3D? | Linecast (FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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void | Linecast (HitCollection3D *collection, FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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HitCollection3D | LinecastAll (FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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void | LinecastAll (HitCollection3D *collection, FPVector3 start, FPVector3 end, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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HitCollection3D | OverlapShape (FPVector3 position, FPQuaternion rotation, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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void | OverlapShape (HitCollection3D *collection, FPVector3 position, FPQuaternion rotation, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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void | OverlapShape (HitCollection3D *collection, Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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HitCollection3D | OverlapShape (Transform3D transform, Shape3D shape, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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Hit3D? | Raycast (FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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void | Raycast (HitCollection3D *collection, FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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HitCollection3D | RaycastAll (FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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void | RaycastAll (HitCollection3D *collection, FPVector3 origin, FPVector3 direction, FP distance, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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Hit3D? | ShapeCast (FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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Hit3D? | ShapeCast (FPVector3 start, FPQuaternion rotation, Shape3D shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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void | ShapeCast (HitCollection3D *collection, FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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HitCollection3D | ShapeCastAll (FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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HitCollection3D | ShapeCastAll (FPVector3 start, FPQuaternion rotation, Shape3D shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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void | ShapeCastAll (HitCollection3D *collection, FPVector3 start, FPQuaternion rotation, Shape3D *shape, FPVector3 translation, int layerMask=-1, QueryOptions options=QueryOptions.HitAll) |
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| bool | TryGetQueryHits (in PhysicsQueryRef queryRef, out HitCollection3D queryHits) |
| | Tries to get the results of a broad-phase query added to the 3D physics scene. More...
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| bool | TryGetQueryHits (int index, out HitCollection3D queryHits) |
| | Obsolete. Use 'TryGetQueryHits(in PhysicsQueryRef, out HitCollection3D)' overload instead. More...
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Struct to provide thread-safe access to the physics functions.