Struct Broadphase
Syntax
public struct Broadphase : IDisposable, ICloneable
Properties
Domain
Declaration
public Aabb Domain { get; }
Property Value
DynamicTree
Declaration
public Broadphase.Tree DynamicTree { get; }
Property Value
StaticTree
Declaration
public Broadphase.Tree StaticTree { get; }
Property Value
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
Returns
Type |
Description |
System.Boolean |
|
Type Parameters
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
Returns
Type |
Description |
System.Boolean |
|
Type Parameters
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
Returns
Type |
Description |
System.Boolean |
|
Type Parameters
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
Returns
Type |
Description |
System.Boolean |
|
Type Parameters
Clone()
Declaration
Returns
Type |
Description |
System.Object |
|
Dispose()
Declaration
Init()
Declaration
OverlapAabb(OverlapAabbInput, NativeSlice<RigidBody>, ref NativeList<Int32>)
Declaration
public void OverlapAabb(OverlapAabbInput input, NativeSlice<RigidBody> rigidBodies, ref NativeList<int> rigidBodyIndices)
Parameters
ScheduleBuildJobs(ref PhysicsWorld, Single, Int32, ref StaticLayerChangeInfo, JobHandle)
Schedule a set of jobs to build the broadphase based on the given world.
Declaration
public JobHandle ScheduleBuildJobs(ref PhysicsWorld world, float timeStep, int numThreadsHint, ref StaticLayerChangeInfo staticLayerChangeInfo, JobHandle inputDeps)
Parameters
Returns
Type |
Description |
JobHandle |
|
ScheduleFindOverlapsJobs(out BlockStream, out BlockStream, ref Simulation.Context, JobHandle)
Declaration
public JobHandle ScheduleFindOverlapsJobs(out BlockStream dynamicVsDynamicPairsStream, out BlockStream staticVsDynamicPairsStream, ref Simulation.Context context, JobHandle inputDeps)
Parameters
Returns
Type |
Description |
JobHandle |
|
ScheduleStaticTreeBuildJobs(ref PhysicsWorld, Int32, ref StaticLayerChangeInfo, NativeArray<CollisionFilter>, JobHandle)
Schedule building of the static layer in broadphase.
Note: If param staticLayerChangeInfo.HaveStaticBodiesChanged indicates static layer needs to be rebuilt,
than Adjust* jobs will early out and Build* jobs will be executed.
Otherwise if staticLayerChangeInfo indicates that rebuild is not required,
Adjust* jobs will be executed and Build* will early out in runtime.
Declaration
public JobHandle ScheduleStaticTreeBuildJobs(ref PhysicsWorld world, int numThreadsHint, ref StaticLayerChangeInfo staticLayerChangeInfo, NativeArray<CollisionFilter> previousFrameBodyFilters, JobHandle inputDeps)
Parameters
Returns
Type |
Description |
JobHandle |
|