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    Struct Broadphase

    Namespace: Unity.Physics
    Syntax
    public struct Broadphase : IDisposable, ICloneable

    Properties

    Domain

    Declaration
    public Aabb Domain { get; }
    Property Value
    Type Description
    Aabb

    DynamicTree

    Declaration
    public Broadphase.Tree DynamicTree { get; }
    Property Value
    Type Description
    Broadphase.Tree

    StaticTree

    Declaration
    public Broadphase.Tree StaticTree { get; }
    Property Value
    Type Description
    Broadphase.Tree

    Methods

    CalculateDistance<T>(ColliderDistanceInput, NativeSlice<RigidBody>, ref T)

    Declaration
    public bool CalculateDistance<T>(ColliderDistanceInput input, NativeSlice<RigidBody> rigidBodies, ref T collector)
        where T : struct, ICollector<DistanceHit>
    Parameters
    Type Name Description
    ColliderDistanceInput input
    NativeSlice<RigidBody> rigidBodies
    T collector
    Returns
    Type Description
    System.Boolean
    Type Parameters
    Name Description
    T

    CalculateDistance<T>(PointDistanceInput, NativeSlice<RigidBody>, ref T)

    Declaration
    public bool CalculateDistance<T>(PointDistanceInput input, NativeSlice<RigidBody> rigidBodies, ref T collector)
        where T : struct, ICollector<DistanceHit>
    Parameters
    Type Name Description
    PointDistanceInput input
    NativeSlice<RigidBody> rigidBodies
    T collector
    Returns
    Type Description
    System.Boolean
    Type Parameters
    Name Description
    T

    CastCollider<T>(ColliderCastInput, NativeSlice<RigidBody>, ref T)

    Declaration
    public bool CastCollider<T>(ColliderCastInput input, NativeSlice<RigidBody> rigidBodies, ref T collector)
        where T : struct, ICollector<ColliderCastHit>
    Parameters
    Type Name Description
    ColliderCastInput input
    NativeSlice<RigidBody> rigidBodies
    T collector
    Returns
    Type Description
    System.Boolean
    Type Parameters
    Name Description
    T

    CastRay<T>(RaycastInput, NativeSlice<RigidBody>, ref T)

    Declaration
    public bool CastRay<T>(RaycastInput input, NativeSlice<RigidBody> rigidBodies, ref T collector)
        where T : struct, ICollector<RaycastHit>
    Parameters
    Type Name Description
    RaycastInput input
    NativeSlice<RigidBody> rigidBodies
    T collector
    Returns
    Type Description
    System.Boolean
    Type Parameters
    Name Description
    T

    Clone()

    Declaration
    public object Clone()
    Returns
    Type Description
    System.Object

    Dispose()

    Declaration
    public void Dispose()

    Init()

    Declaration
    public void Init()

    OverlapAabb(OverlapAabbInput, NativeSlice<RigidBody>, ref NativeList<Int32>)

    Declaration
    public void OverlapAabb(OverlapAabbInput input, NativeSlice<RigidBody> rigidBodies, ref NativeList<int> rigidBodyIndices)
    Parameters
    Type Name Description
    OverlapAabbInput input
    NativeSlice<RigidBody> rigidBodies
    NativeList<System.Int32> rigidBodyIndices

    ScheduleBuildJobs(ref PhysicsWorld, Single, Int32, Boolean, JobHandle)

    Declaration
    public JobHandle ScheduleBuildJobs(ref PhysicsWorld world, float timeStep, int numThreadsHint, bool haveStaticBodiesChanged, JobHandle inputDeps)
    Parameters
    Type Name Description
    PhysicsWorld world
    System.Single timeStep
    System.Int32 numThreadsHint
    System.Boolean haveStaticBodiesChanged
    JobHandle inputDeps
    Returns
    Type Description
    JobHandle

    ScheduleFindOverlapsJobs(out BlockStream, out BlockStream, JobHandle)

    Declaration
    public JobHandle ScheduleFindOverlapsJobs(out BlockStream dynamicVsDynamicPairsStream, out BlockStream staticVsDynamicPairsStream, JobHandle inputDeps)
    Parameters
    Type Name Description
    BlockStream dynamicVsDynamicPairsStream
    BlockStream staticVsDynamicPairsStream
    JobHandle inputDeps
    Returns
    Type Description
    JobHandle

    ScheduleStaticTreeBuildJobs(ref PhysicsWorld, Int32, Boolean, ref NativeArray<CollisionFilter>, JobHandle)

    Declaration
    public JobHandle ScheduleStaticTreeBuildJobs(ref PhysicsWorld world, int numThreadsHint, bool haveStaticBodiesChanged, ref NativeArray<CollisionFilter> previousFrameBodyFilters, JobHandle inputDeps)
    Parameters
    Type Name Description
    PhysicsWorld world
    System.Int32 numThreadsHint
    System.Boolean haveStaticBodiesChanged
    NativeArray<CollisionFilter> previousFrameBodyFilters
    JobHandle inputDeps
    Returns
    Type Description
    JobHandle
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