BoxCast(float3, quaternion, float3, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)
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Box cast.
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BoxCast(float3, quaternion, float3, float3, float, CollisionFilter, QueryInteraction)
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Box cast.
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BoxCastAll(float3, quaternion, float3, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
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Box cast all.
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BoxCastCustom<T>(float3, quaternion, float3, float3, float, ref T, CollisionFilter, QueryInteraction)
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Box cast custom.
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BuildBroadphase(ref PhysicsWorld, float, float3, bool)
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Build the broadphase based on the given world.
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CalculateAabb()
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Calculates the aabb.
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CalculateDistance(in ColliderAspect, float, ref NativeList<DistanceHit>, QueryInteraction)
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Calculates the distance from the collider aspect.
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CalculateDistance(in ColliderAspect, float, out DistanceHit, QueryInteraction)
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Calculates the distance from the collider aspect.
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CalculateDistance(in ColliderAspect, float, QueryInteraction)
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Calculates the distance from the collider aspect.
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CalculateDistance(ColliderDistanceInput)
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Calculates the distance.
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CalculateDistance(ColliderDistanceInput, ref NativeList<DistanceHit>)
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Calculates the distance.
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CalculateDistance(ColliderDistanceInput, out DistanceHit)
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Calculates the distance.
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CalculateDistance(PointDistanceInput)
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Calculates the distance.
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CalculateDistance(PointDistanceInput, ref NativeList<DistanceHit>)
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Calculates the distance.
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CalculateDistance(PointDistanceInput, out DistanceHit)
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Calculates the distance.
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CalculateDistance<T>(in ColliderAspect, float, ref T, QueryInteraction)
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Calculates the distance from the collider aspect.
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CalculateDistance<T>(ColliderDistanceInput, ref T)
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Calculates the distance.
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CalculateDistance<T>(PointDistanceInput, ref T)
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Calculates the distance.
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CapsuleCast(float3, float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)
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Capsule cast.
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CapsuleCast(float3, float3, float, float3, float, CollisionFilter, QueryInteraction)
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Capsule cast.
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CapsuleCastAll(float3, float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
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Capsule cast all.
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CapsuleCastCustom<T>(float3, float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)
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Capsule cast custom.
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CastCollider(in ColliderAspect, float3, float, ref NativeList<ColliderCastHit>, QueryInteraction)
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Cast a collider aspect against this CollisionWorld.
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CastCollider(in ColliderAspect, float3, float, out ColliderCastHit, QueryInteraction)
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Cast a collider aspect against this CollisionWorld.
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CastCollider(in ColliderAspect, float3, float, QueryInteraction)
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Cast a collider aspect against this CollisionWorld.
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CastCollider(ColliderCastInput)
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Cast collider.
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CastCollider(ColliderCastInput, ref NativeList<ColliderCastHit>)
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Cast collider.
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CastCollider(ColliderCastInput, out ColliderCastHit)
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Cast collider.
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CastCollider<T>(in ColliderAspect, float3, float, ref T, QueryInteraction)
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Cast a collider aspect against this CollisionWorld.
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CastCollider<T>(ColliderCastInput, ref T)
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Cast collider.
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CastRay(RaycastInput)
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Cast ray.
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CastRay(RaycastInput, ref NativeList<RaycastHit>)
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Cast ray.
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CastRay(RaycastInput, out RaycastHit)
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Cast ray.
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CastRay<T>(RaycastInput, ref T)
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Cast ray.
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CheckBox(float3, quaternion, float3, CollisionFilter, QueryInteraction)
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Check box.
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CheckCapsule(float3, float3, float, CollisionFilter, QueryInteraction)
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Check capsule.
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CheckSphere(float3, float, CollisionFilter, QueryInteraction)
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Interfaces that represent queries that exist in the GameObjects world.
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Clone()
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Clone the world. Bodies and Broadphase are deep copied. Colliders are shallow copied.
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Dispose()
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Free internal memory.
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FindOverlaps(ref Writer, ref Writer)
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Write all overlapping body pairs to the given streams, where at least one of the bodies is
dynamic. The results are unsorted.
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GetRigidBodyIndex(Entity)
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Gets the zero-based index of the rigid body.
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OverlapAabb(OverlapAabbInput, ref NativeList<int>)
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Test input against the broadphase tree, filling allHits with the body indices of every
overlap. Returns true if there was at least overlap.
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OverlapBox(float3, quaternion, float3, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
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Overlap box.
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OverlapBoxCustom<T>(float3, quaternion, float3, ref T, CollisionFilter, QueryInteraction)
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Overlap box custom.
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OverlapCapsule(float3, float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
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Overlap capsule.
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OverlapCapsuleCustom<T>(float3, float3, float, ref T, CollisionFilter, QueryInteraction)
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Overlap capsule custom.
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OverlapSphere(float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)
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Overlap sphere.
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OverlapSphereCustom<T>(float3, float, ref T, CollisionFilter, QueryInteraction)
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Overlap sphere custom.
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Reset(int, int)
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Resets this object.
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ScheduleBuildBroadphaseJobs(ref PhysicsWorld, float, float3, ReadOnly, JobHandle, bool)
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Schedule a set of jobs to build the broadphase based on the given world.
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ScheduleFindOverlapsJobs(out NativeStream, out NativeStream, JobHandle, bool)
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Schedule a set of jobs which will write all overlapping body pairs to the given steam, where
at least one of the bodies is dynamic. The results are unsorted.
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ScheduleUpdateDynamicTree(ref PhysicsWorld, float, float3, JobHandle, bool)
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Schedule a set of jobs to synchronize the collision world with the dynamics world.
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SphereCast(float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)
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Sphere cast.
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SphereCast(float3, float, float3, float, CollisionFilter, QueryInteraction)
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Sphere cast.
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SphereCastAll(float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)
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Sphere cast all.
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SphereCastCustom<T>(float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)
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Sphere cast custom.
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UpdateBodyIndexMap()
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Updates the body index map.
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UpdateDynamicTree(ref PhysicsWorld, float, float3)
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Synchronize the collision world with the dynamics world.
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