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    Struct Broadphase

    Implements
    IDisposable
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.U2D.Entities.Physics
    Assembly: solution.dll
    Syntax
    public struct Broadphase : IDisposable

    Constructors

    Name Description
    Broadphase(int, int)

    Properties

    Name Description
    Domain
    DynamicBodyCount
    DynamicTree
    StaticBodyCount
    StaticTree

    Methods

    Name Description
    Build(NativeArray<PhysicsBody>, NativeArray<PhysicsBody>, NativeArray<MotionData>, NativeArray<MotionVelocity>, float, float, float2, bool)

    Build the broadphase based on the given world.

    BuildDynamicTree(NativeArray<PhysicsBody>, NativeArray<MotionData>, NativeArray<MotionVelocity>, float2, float, float)

    Build the dynamic tree of the broadphase based on the given array of rigid bodies and motions.

    BuildStaticTree(NativeArray<PhysicsBody>, float)

    Build the static tree of the broadphase based on the given array of rigid bodies.

    CalculateDistance<T>(ColliderDistanceInput, NativeArray<PhysicsBody>, ref T)
    CalculateDistance<T>(PointDistanceInput, NativeArray<PhysicsBody>, ref T)
    CastCollider<T>(ColliderCastInput, NativeArray<PhysicsBody>, ref T)
    CastRay<T>(RaycastInput, NativeArray<PhysicsBody>, ref T)
    Clone()
    Dispose()

    Performs application-defined tasks associated with freeing, releasing, or resetting unmanaged resources.

    FindOverlaps(ref Writer, ref Writer)
    OverlapAabb(OverlapAabbInput, NativeArray<PhysicsBody>, NativeList<int>)
    OverlapCollider<T>(OverlapColliderInput, NativeArray<PhysicsBody>, ref T)
    OverlapPoint<T>(OverlapPointInput, NativeArray<PhysicsBody>, ref T)
    Reset(int, int)
    ScheduleFindOverlapsJobs(out NativeStream, out NativeStream, JobHandle, int)
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