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    Struct MeshCollider

    A collider representing a mesh comprised of triangles and quads. Warning: This is just the header, it is followed by variable sized data in memory. Therefore this struct must always be passed by reference, never by value.

    Implements
    ICollider
    ICollidable
    Inherited Members
    ValueType.Equals(object)
    ValueType.GetHashCode()
    ValueType.ToString()
    object.Equals(object, object)
    object.ReferenceEquals(object, object)
    object.GetType()
    Namespace: Unity.Physics
    Assembly: solution.dll
    Syntax
    public struct MeshCollider : ICollider, ICollidable

    Properties

    Name Description
    CollisionType

    Gets the collision type.

    MassProperties

    Gets the mass properties calculated based on the AABB of the mesh. This is a rough approximation, but only makes a difference in the case of dynamic meshes, which shouldn't be used a lot for performance reasons.

    MemorySize

    The total size of the collider in memory.

    NumColliderKeyBits

    Gets the number of collider key bits.

    Type

    Gets the collider type.

    Methods

    Name Description
    BoxCast(float3, quaternion, float3, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)

    Box cast.

    BoxCast(float3, quaternion, float3, float3, float, CollisionFilter, QueryInteraction)

    Box cast.

    BoxCastAll(float3, quaternion, float3, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)

    Box cast all.

    BoxCastCustom<T>(float3, quaternion, float3, float3, float, ref T, CollisionFilter, QueryInteraction)

    Box cast custom.

    CalculateAabb()

    Calculates the aabb.

    CalculateAabb(RigidTransform, float)

    Calculates the aabb.

    CalculateDistance(ColliderDistanceInput)

    Calculate the distance from another collider to this one.

    CalculateDistance(ColliderDistanceInput, ref NativeList<DistanceHit>)

    Calculate the distance from a point to this collider.

    CalculateDistance(ColliderDistanceInput, out DistanceHit)

    Calculate the distance from a point to this collider.

    CalculateDistance(PointDistanceInput)

    Calculate the distance from a point to this collider.

    CalculateDistance(PointDistanceInput, ref NativeList<DistanceHit>)

    Calculate the distance from a point to this collider.

    CalculateDistance(PointDistanceInput, out DistanceHit)

    Calculate the distance from a point to this collider.

    CalculateDistance<T>(ColliderDistanceInput, ref T)

    Calculate the distance from a point to this collider.

    CalculateDistance<T>(PointDistanceInput, ref T)

    Calculate the distance from a point to this collider.

    CapsuleCast(float3, float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)

    Capsule cast.

    CapsuleCast(float3, float3, float, float3, float, CollisionFilter, QueryInteraction)

    Capsule cast.

    CapsuleCastAll(float3, float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)

    Capsule cast all.

    CapsuleCastCustom<T>(float3, float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)

    Capsule cast custom.

    CastCollider(ColliderCastInput)

    Cast another collider against this one.

    CastCollider(ColliderCastInput, ref NativeList<ColliderCastHit>)

    Cast another collider against this one.

    CastCollider(ColliderCastInput, out ColliderCastHit)

    Cast another collider against this one.

    CastCollider<T>(ColliderCastInput, ref T)

    Cast another collider against this one.

    CastRay(RaycastInput)

    Cast a ray against this collider.

    CastRay(RaycastInput, ref NativeList<RaycastHit>)

    Cast a ray against this collider.

    CastRay(RaycastInput, out RaycastHit)

    Cast a ray against this collider.

    CastRay<T>(RaycastInput, ref T)

    Cast a ray against this collider.

    CheckBox(float3, quaternion, float3, CollisionFilter, QueryInteraction)

    Check box.

    CheckCapsule(float3, float3, float, CollisionFilter, QueryInteraction)

    Check capsule.

    CheckSphere(float3, float, CollisionFilter, QueryInteraction)

    Checks if a sphere overlaps this collider.

    Create(NativeArray<float3>, NativeArray<int3>)

    Create a mesh collider asset from a set of triangles.

    Create(NativeArray<float3>, NativeArray<int3>, CollisionFilter)

    Creates a new BlobAssetReference<Collider>

    Create(NativeArray<float3>, NativeArray<int3>, CollisionFilter, Material)

    Creates a new BlobAssetReference<Collider>

    Create(Mesh, CollisionFilter, Material)

    Creates a new BlobAssetReference<Collider>

    Create(MeshData, CollisionFilter, Material)

    Creates a new BlobAssetReference<Collider>

    Create(MeshDataArray, CollisionFilter, Material)

    Creates a new BlobAssetReference<Collider>

    GetChild(ref ColliderKey, out ChildCollider)

    Gets a child of this collider.

    GetCollisionFilter()

    Gets the collision filter.

    GetLeaf(ColliderKey, out ChildCollider)

    Gets a leaf collider.

    GetLeaves<T>(ref T)

    Gets the leaf colliders of this collider .

    OverlapBox(float3, quaternion, float3, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)

    Overlap box.

    OverlapBoxCustom<T>(float3, quaternion, float3, ref T, CollisionFilter, QueryInteraction)

    Overlap box custom.

    OverlapCapsule(float3, float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)

    Overlap capsule.

    OverlapCapsuleCustom<T>(float3, float3, float, ref T, CollisionFilter, QueryInteraction)

    Overlap capsule custom.

    OverlapSphere(float3, float, ref NativeList<DistanceHit>, CollisionFilter, QueryInteraction)

    Overlap sphere.

    OverlapSphereCustom<T>(float3, float, ref T, CollisionFilter, QueryInteraction)

    Overlap sphere custom.

    SetCollisionFilter(CollisionFilter)

    Sets the collision filter.

    SphereCast(float3, float, float3, float, out ColliderCastHit, CollisionFilter, QueryInteraction)

    Sphere cast.

    SphereCast(float3, float, float3, float, CollisionFilter, QueryInteraction)

    Sphere cast.

    SphereCastAll(float3, float, float3, float, ref NativeList<ColliderCastHit>, CollisionFilter, QueryInteraction)

    Sphere cast all.

    SphereCastCustom<T>(float3, float, float3, float, ref T, CollisionFilter, QueryInteraction)

    Sphere cast custom.

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