This is the complete list of members for Quantum.DynamicMap, including all inherited members.
AddCollider2D(FrameBase f, MapStaticCollider2D collider, bool resetPhysics=true) | Quantum.DynamicMap | inline |
AddCollider3D(FrameBase f, MapStaticCollider3D collider, bool resetPhysics=true) | Quantum.DynamicMap | inline |
AddMeshCollider(FrameBase f, IList< FPVector3 > vertices, IList< int > indices=null, int additionalCapacity=0, StaticColliderData? staticData=default, bool resetPhysics=true, FPVector3? position=null, FPQuaternion? rotation=null, AssetRef< PhysicsMaterial >? material=null, bool smoothSphereCollisions=false) | Quantum.DynamicMap | inline |
AllRuntimeTriangles | Quantum.Map | |
BucketingAxis | Quantum.Map | |
BucketsCount | Quantum.Map | |
BucketsSubdivisions | Quantum.Map | |
CollidersManagedTriangles | Quantum.Map | |
CollidersRuntimeTriangles | Quantum.Map | |
DeserializeRuntimeTriangles(Byte[] data, ref UnmanagedTriangleArray tris, SortedDictionary< int, MeshUnmanagedTrianglesRef > meshes, Native.Allocator allocator) | Quantum.DynamicMap | inlineprotectedvirtual |
Disposed(IResourceManager resourceManager, Native.Allocator allocator) | Quantum.Map | inline |
EditMeshTriangles(FrameBase f, int meshColliderIndex) | Quantum.DynamicMap | inline |
EnsurePhysicsWorldSizeInValidRange() | Quantum.Map | inline |
FreeTrianglePool | Quantum.DynamicMap | |
FromStaticMap< T >(Map map) | Quantum.DynamicMap | inlinestatic |
GetNavMesh(String name) | Quantum.Map | inline |
GetStaticColliderTrianglesSerializedSize(bool isWriting) | Quantum.Map | inline |
GridNodeSize | Quantum.Map | |
GridSizeX | Quantum.Map | |
GridSizeY | Quantum.Map | |
InitializeStaticTriangles(IResourceManager resourceManager, Native.Allocator allocator) | Quantum.DynamicMap | inlineprotectedvirtual |
Loaded(IResourceManager resourceManager, Native.Allocator allocator) | Quantum.DynamicMap | inline |
MapEntities | Quantum.Map | |
NavMeshes | Quantum.Map | |
NavMeshLinks | Quantum.Map | |
ReadRuntimeTriangles(ByteStream stream, SortedDictionary< int, MeshUnmanagedTrianglesRef > dict, Native.Allocator allocator, ref UnmanagedTriangleArray dest) | Quantum.DynamicMap | inlineprotectedvirtual |
ReadTrianglesFromBakeData(ByteStream stream, Native.Allocator allocator) | Quantum.Map | inlineprotectedvirtual |
RegionMap | Quantum.Map | |
Regions | Quantum.Map | |
RemoveAllColliders2D(FrameBase f) | Quantum.DynamicMap | inline |
RemoveAllColliders3D(FrameBase f) | Quantum.DynamicMap | inline |
RemoveCollider2D(FrameBase f, int colliderId, bool resetPhysics=true) | Quantum.DynamicMap | inline |
RemoveCollider3D(FrameBase f, int colliderId, bool resetPhysics=true) | Quantum.DynamicMap | inline |
RemoveMeshCollider(FrameBase f, int meshColliderId, bool resetPhysics=true) | Quantum.DynamicMap | inline |
ReserveMeshColliders(FrameBase f, int count, int capacity, StaticColliderData? staticData=null, bool resetPhysics=true) | Quantum.DynamicMap | inline |
Scene | Quantum.Map | |
SceneGuid | Quantum.Map | |
SceneMeshCellSize | Quantum.Map | |
ScenePath | Quantum.Map | |
SerializedTriangleDataUncompressedSize | Quantum.Map | |
SerializeRuntimeTriangles(UnmanagedTriangleArray tris, SortedDictionary< int, MeshUnmanagedTrianglesRef > meshes) | Quantum.DynamicMap | inlineprotectedvirtual |
SerializeStaticColliderTriangles(ByteStream stream, Native.Allocator allocator, Boolean write) | Quantum.Map | inline |
SerializeTrianglesMetadata | Quantum.Map | |
SortingAxis | Quantum.Map | |
SourceMap | Quantum.DynamicMap | |
StaticColliders2D | Quantum.Map | |
StaticColliders3D | Quantum.Map | |
StaticColliders3DTriangles | Quantum.Map | |
StaticColliders3DTrianglesData | Quantum.Map | |
StaticPolygonColliderData | Quantum.Map | |
TriangleMeshCellSize | Quantum.Map | |
UserAsset | Quantum.Map | |
WorldExtentX | Quantum.Map | |
WorldExtentY | Quantum.Map | |
WorldOffset | Quantum.Map | |
WorldSize | Quantum.Map | |
WorldSizeX | Quantum.Map | |
WorldSizeY | Quantum.Map | |
WriteRuntimeTriangles(ByteStream stream, UnmanagedTriangleArray source, SortedDictionary< int, MeshUnmanagedTrianglesRef > runtimeTriangles) | Quantum.DynamicMap | inlineprotectedvirtual |
WriteTrianglesFromBakeData(ByteStream stream) | Quantum.Map | inlineprotectedvirtual |