Class PhysicsBackend
Interface for the physical simulation backend implementation.
Inheritance
Inherited Members
Assembly: FlaxEngine.dll
File: Engine/Physics/PhysicsBackend.h
Syntax
public class PhysicsBackend
Methods
AddRigidDynamicActorForce(void* actor, const Vector3& force, ForceMode mode)
Declaration
public static void AddRigidDynamicActorForce(void* actor, const Vector3& force, ForceMode mode)
Parameters
void
actor
|
Vector3
force
|
ForceMode
mode
|
AddRigidDynamicActorForceAtPosition(void* actor, const Vector3& force, const Vector3& position, ForceMode mode)
Declaration
public static void AddRigidDynamicActorForceAtPosition(void* actor, const Vector3& force, const Vector3& position, ForceMode mode)
Parameters
void
actor
|
Vector3
force
|
Vector3
position
|
ForceMode
mode
|
AddRigidDynamicActorTorque(void* actor, const Vector3& torque, ForceMode mode)
Declaration
public static void AddRigidDynamicActorTorque(void* actor, const Vector3& torque, ForceMode mode)
Parameters
void
actor
|
Vector3
torque
|
ForceMode
mode
|
AddSceneActor(void* scene, void* actor)
Declaration
public static void AddSceneActor(void* scene, void* actor)
Parameters
void
scene
|
void
actor
|
AddSceneActorAction(void* scene, void* actor, ActionType action)
Declaration
public static void AddSceneActorAction(void* scene, void* actor, ActionType action)
Parameters
void
scene
|
void
actor
|
ActionType
action
|
ApplySettings(const PhysicsSettings& settings)
Declaration
public static void ApplySettings(const PhysicsSettings& settings)
Parameters
PhysicsSettings
settings
|
AttachShape(void* shape, void* actor)
Declaration
public static void AttachShape(void* shape, void* actor)
Parameters
void
shape
|
void
actor
|
BoxCast(void* scene, const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool BoxCast(void* scene, const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
Vector3
halfExtents
|
Vector3
direction
|
Quaternion
rotation
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
BoxCast(void* scene, const Vector3& center, const Vector3& halfExtents, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool BoxCast(void* scene, const Vector3& center, const Vector3& halfExtents, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
Vector3
halfExtents
|
Vector3
direction
|
RayCastHit
hitInfo
|
Quaternion
rotation
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
BoxCastAll(void* scene, const Vector3& center, const Vector3& halfExtents, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool BoxCastAll(void* scene, const Vector3& center, const Vector3& halfExtents, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
Vector3
halfExtents
|
Vector3
direction
|
Array<RayCastHit, HeapAllocation>
results
|
Quaternion
rotation
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
CapsuleCast(void* scene, const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool CapsuleCast(void* scene, const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
float
height
|
Vector3
direction
|
Quaternion
rotation
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
CapsuleCast(void* scene, const Vector3& center, float radius, float height, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool CapsuleCast(void* scene, const Vector3& center, float radius, float height, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
float
height
|
Vector3
direction
|
RayCastHit
hitInfo
|
Quaternion
rotation
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
CapsuleCastAll(void* scene, const Vector3& center, float radius, float height, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool CapsuleCastAll(void* scene, const Vector3& center, float radius, float height, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
float
height
|
Vector3
direction
|
Array<RayCastHit, HeapAllocation>
results
|
Quaternion
rotation
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
CheckBox(void* scene, const Vector3& center, const Vector3& halfExtents, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Declaration
public static bool CheckBox(void* scene, const Vector3& center, const Vector3& halfExtents, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
Vector3
halfExtents
|
Quaternion
rotation
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
CheckCapsule(void* scene, const Vector3& center, float radius, float height, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Declaration
public static bool CheckCapsule(void* scene, const Vector3& center, float radius, float height, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
float
height
|
Quaternion
rotation
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
CheckConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Declaration
public static bool CheckConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
CollisionData
convexMesh
|
Vector3
scale
|
Quaternion
rotation
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
CheckSphere(void* scene, const Vector3& center, float radius, uint32 layerMask, bool hitTriggers)
Declaration
public static bool CheckSphere(void* scene, const Vector3& center, float radius, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
ComputeShapesPenetration(void* shapeA, void* shapeB, const Vector3& positionA, const Quaternion& orientationA, const Vector3& positionB, const Quaternion& orientationB, Vector3& direction, float& distance)
Declaration
public static bool ComputeShapesPenetration(void* shapeA, void* shapeB, const Vector3& positionA, const Quaternion& orientationA, const Vector3& positionB, const Quaternion& orientationB, Vector3& direction, float& distance)
Parameters
void
shapeA
|
void
shapeB
|
Vector3
positionA
|
Quaternion
orientationA
|
Vector3
positionB
|
Quaternion
orientationB
|
Vector3
direction
|
float
distance
|
Returns
bool
|
ComputeShapeSqrDistanceToPoint(void* shape, const Vector3& position, const Quaternion& orientation, const Vector3& point, Vector3* closestPoint=nullptr)
Declaration
public static float ComputeShapeSqrDistanceToPoint(void* shape, const Vector3& position, const Quaternion& orientation, const Vector3& point, Vector3* closestPoint=nullptr)
Parameters
void
shape
|
Vector3
position
|
Quaternion
orientation
|
Vector3
point
|
Vector3
closestPoint
|
Returns
float
|
ConvexCast(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool ConvexCast(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
CollisionData
convexMesh
|
Vector3
scale
|
Vector3
direction
|
Quaternion
rotation
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
ConvexCast(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool ConvexCast(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
CollisionData
convexMesh
|
Vector3
scale
|
Vector3
direction
|
RayCastHit
hitInfo
|
Quaternion
rotation
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
ConvexCastAll(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool ConvexCastAll(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
CollisionData
convexMesh
|
Vector3
scale
|
Vector3
direction
|
Array<RayCastHit, HeapAllocation>
results
|
Quaternion
rotation
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
CreateController(void* scene, IPhysicsActor* actor, PhysicsColliderActor* collider, float contactOffset, const Vector3& position, float slopeLimit, int32 nonWalkableMode, JsonAsset* material, float radius, float height, float stepOffset, void*& shape)
Declaration
public static void* CreateController(void* scene, IPhysicsActor* actor, PhysicsColliderActor* collider, float contactOffset, const Vector3& position, float slopeLimit, int32 nonWalkableMode, JsonAsset* material, float radius, float height, float stepOffset, void*& shape)
Parameters
void
scene
|
IPhysicsActor
actor
|
PhysicsColliderActor
collider
|
float
contactOffset
|
Vector3
position
|
float
slopeLimit
|
int32
nonWalkableMode
|
JsonAsset
material
|
float
radius
|
float
height
|
float
stepOffset
|
void
shape
|
Returns
void
|
CreateConvexMesh(byte* data, int32 dataSize, BoundingBox& localBounds)
Declaration
public static void* CreateConvexMesh(byte* data, int32 dataSize, BoundingBox& localBounds)
Parameters
byte
data
|
int32
dataSize
|
BoundingBox
localBounds
|
Returns
void
|
CreateD6Joint(const PhysicsJointDesc& desc)
Declaration
public static void* CreateD6Joint(const PhysicsJointDesc& desc)
Parameters
PhysicsJointDesc
desc
|
Returns
void
|
CreateDistanceJoint(const PhysicsJointDesc& desc)
Declaration
public static void* CreateDistanceJoint(const PhysicsJointDesc& desc)
Parameters
PhysicsJointDesc
desc
|
Returns
void
|
CreateFixedJoint(const PhysicsJointDesc& desc)
Declaration
public static void* CreateFixedJoint(const PhysicsJointDesc& desc)
Parameters
PhysicsJointDesc
desc
|
Returns
void
|
CreateHeightField(byte* data, int32 dataSize)
Declaration
public static void* CreateHeightField(byte* data, int32 dataSize)
Parameters
byte
data
|
int32
dataSize
|
Returns
void
|
CreateHingeJoint(const PhysicsJointDesc& desc)
Declaration
public static void* CreateHingeJoint(const PhysicsJointDesc& desc)
Parameters
PhysicsJointDesc
desc
|
Returns
void
|
CreateRigidDynamicActor(IPhysicsActor* actor, const Vector3& position, const Quaternion& orientation, void* scene)
Declaration
public static void* CreateRigidDynamicActor(IPhysicsActor* actor, const Vector3& position, const Quaternion& orientation, void* scene)
Parameters
IPhysicsActor
actor
|
Vector3
position
|
Quaternion
orientation
|
void
scene
|
Returns
void
|
CreateRigidStaticActor(IPhysicsActor* actor, const Vector3& position, const Quaternion& orientation, void* scene)
Declaration
public static void* CreateRigidStaticActor(IPhysicsActor* actor, const Vector3& position, const Quaternion& orientation, void* scene)
Parameters
IPhysicsActor
actor
|
Vector3
position
|
Quaternion
orientation
|
void
scene
|
Returns
void
|
CreateScene(const PhysicsSettings& settings)
Declaration
public static void* CreateScene(const PhysicsSettings& settings)
Parameters
PhysicsSettings
settings
|
Returns
void
|
CreateShape(PhysicsColliderActor* collider, const CollisionShape& geometry, JsonAsset* material, bool enabled, bool trigger)
Declaration
public static void* CreateShape(PhysicsColliderActor* collider, const CollisionShape& geometry, JsonAsset* material, bool enabled, bool trigger)
Parameters
PhysicsColliderActor
collider
|
CollisionShape
geometry
|
JsonAsset
material
|
bool
enabled
|
bool
trigger
|
Returns
void
|
CreateShape(PhysicsColliderActor* collider, const CollisionShape& geometry, Span<JsonAsset* > materials, bool enabled, bool trigger)
Declaration
public static void* CreateShape(PhysicsColliderActor* collider, const CollisionShape& geometry, Span<JsonAsset* > materials, bool enabled, bool trigger)
Parameters
PhysicsColliderActor
collider
|
CollisionShape
geometry
|
Span<JsonAsset >
materials
|
bool
enabled
|
bool
trigger
|
Returns
void
|
CreateSliderJoint(const PhysicsJointDesc& desc)
Declaration
public static void* CreateSliderJoint(const PhysicsJointDesc& desc)
Parameters
PhysicsJointDesc
desc
|
Returns
void
|
CreateSphericalJoint(const PhysicsJointDesc& desc)
Declaration
public static void* CreateSphericalJoint(const PhysicsJointDesc& desc)
Parameters
PhysicsJointDesc
desc
|
Returns
void
|
CreateTriangleMesh(byte* data, int32 dataSize, BoundingBox& localBounds)
Declaration
public static void* CreateTriangleMesh(byte* data, int32 dataSize, BoundingBox& localBounds)
Parameters
byte
data
|
int32
dataSize
|
BoundingBox
localBounds
|
Returns
void
|
DestroyActor(void* actor)
Declaration
public static void DestroyActor(void* actor)
Parameters
void
actor
|
DestroyController(void* controller)
Declaration
public static void DestroyController(void* controller)
Parameters
void
controller
|
DestroyJoint(void* joint)
Declaration
public static void DestroyJoint(void* joint)
Parameters
void
joint
|
DestroyMaterial(void* material)
Declaration
public static void DestroyMaterial(void* material)
Parameters
void
material
|
DestroyObject(void* object)
Declaration
public static void DestroyObject(void* object)
Parameters
void
object
|
DestroyScene(void* scene)
Declaration
public static void DestroyScene(void* scene)
Parameters
void
scene
|
DestroyShape(void* shape)
Declaration
public static void DestroyShape(void* shape)
Parameters
void
shape
|
DetachShape(void* shape, void* actor)
Declaration
public static void DetachShape(void* shape, void* actor)
Parameters
void
shape
|
void
actor
|
EndSimulateScene(void* scene)
Declaration
public static void EndSimulateScene(void* scene)
Parameters
void
scene
|
FlushRequests()
Declaration
public static void FlushRequests()
FlushRequests(void* scene)
Declaration
public static void FlushRequests(void* scene)
Parameters
void
scene
|
GetActorBounds(void* actor, BoundingBox& bounds)
Declaration
public static void GetActorBounds(void* actor, BoundingBox& bounds)
Parameters
void
actor
|
BoundingBox
bounds
|
GetActorFlags(void* actor)
Declaration
public static ActorFlags GetActorFlags(void* actor)
Parameters
void
actor
|
Returns
ActorFlags
|
GetControllerPosition(void* controller)
Declaration
public static Vector3 GetControllerPosition(void* controller)
Parameters
void
controller
|
Returns
Vector3
|
GetControllerRigidDynamicActor(void* controller)
Declaration
public static void* GetControllerRigidDynamicActor(void* controller)
Parameters
void
controller
|
Returns
void
|
GetControllerUpDirection(void* controller)
Declaration
public static Vector3 GetControllerUpDirection(void* controller)
Parameters
void
controller
|
Returns
Vector3
|
GetConvexMeshTriangles(void* contextMesh, Array<Float3, HeapAllocation>& vertexBuffer, Array<int32, HeapAllocation>& indexBuffer)
Declaration
public static void GetConvexMeshTriangles(void* contextMesh, Array<Float3, HeapAllocation>& vertexBuffer, Array<int32, HeapAllocation>& indexBuffer)
Parameters
void
contextMesh
|
Array<Float3, HeapAllocation>
vertexBuffer
|
Array<int32, HeapAllocation>
indexBuffer
|
GetD6JointDrivePosition(void* joint)
Declaration
public static Vector3 GetD6JointDrivePosition(void* joint)
Parameters
void
joint
|
Returns
Vector3
|
GetD6JointDriveRotation(void* joint)
Declaration
public static Quaternion GetD6JointDriveRotation(void* joint)
Parameters
void
joint
|
Returns
Quaternion
|
GetD6JointDriveVelocity(void* joint, Vector3& linear, Vector3& angular)
Declaration
public static void GetD6JointDriveVelocity(void* joint, Vector3& linear, Vector3& angular)
Parameters
void
joint
|
Vector3
linear
|
Vector3
angular
|
GetD6JointSwingY(void* joint)
Declaration
public static float GetD6JointSwingY(void* joint)
Parameters
void
joint
|
Returns
float
|
GetD6JointSwingZ(void* joint)
Declaration
public static float GetD6JointSwingZ(void* joint)
Parameters
void
joint
|
Returns
float
|
GetD6JointTwist(void* joint)
Declaration
public static float GetD6JointTwist(void* joint)
Parameters
void
joint
|
Returns
float
|
GetDistanceJointDistance(void* joint)
Declaration
public static float GetDistanceJointDistance(void* joint)
Parameters
void
joint
|
Returns
float
|
GetHeightFieldHeight(void* heightField, int32 x, int32 z)
Declaration
public static float GetHeightFieldHeight(void* heightField, int32 x, int32 z)
Parameters
void
heightField
|
int32
x
|
int32
z
|
Returns
float
|
GetHeightFieldSample(void* heightField, int32 x, int32 z)
Declaration
public static HeightFieldSample GetHeightFieldSample(void* heightField, int32 x, int32 z)
Parameters
void
heightField
|
int32
x
|
int32
z
|
Returns
HeightFieldSample
|
GetHeightFieldSize(void* heightField, int32& rows, int32& columns)
Declaration
public static void GetHeightFieldSize(void* heightField, int32& rows, int32& columns)
Parameters
void
heightField
|
int32
rows
|
int32
columns
|
GetHingeJointAngle(void* joint)
Declaration
public static float GetHingeJointAngle(void* joint)
Parameters
void
joint
|
Returns
float
|
GetHingeJointVelocity(void* joint)
Declaration
public static float GetHingeJointVelocity(void* joint)
Parameters
void
joint
|
Returns
float
|
GetJointForce(void* joint, Vector3& linear, Vector3& angular)
Declaration
public static void GetJointForce(void* joint, Vector3& linear, Vector3& angular)
Parameters
void
joint
|
Vector3
linear
|
Vector3
angular
|
GetRigidActorPose(void* actor, Vector3& position, Quaternion& orientation)
Declaration
public static void GetRigidActorPose(void* actor, Vector3& position, Quaternion& orientation)
Parameters
void
actor
|
Vector3
position
|
Quaternion
orientation
|
GetRigidActorShapesCount(void* actor)
Declaration
public static int32 GetRigidActorShapesCount(void* actor)
Parameters
void
actor
|
Returns
int32
|
GetRigidDynamicActorAngularVelocity(void* actor)
Declaration
public static Vector3 GetRigidDynamicActorAngularVelocity(void* actor)
Parameters
void
actor
|
Returns
Vector3
|
GetRigidDynamicActorCenterOfMass(void* actor)
Declaration
public static Vector3 GetRigidDynamicActorCenterOfMass(void* actor)
Parameters
void
actor
|
Returns
Vector3
|
GetRigidDynamicActorFlags(void* actor)
Declaration
public static RigidDynamicFlags GetRigidDynamicActorFlags(void* actor)
Parameters
void
actor
|
Returns
RigidDynamicFlags
|
GetRigidDynamicActorIsSleeping(void* actor)
Declaration
public static bool GetRigidDynamicActorIsSleeping(void* actor)
Parameters
void
actor
|
Returns
bool
|
GetRigidDynamicActorLinearVelocity(void* actor)
Declaration
public static Vector3 GetRigidDynamicActorLinearVelocity(void* actor)
Parameters
void
actor
|
Returns
Vector3
|
GetRigidDynamicActorMaxDepenetrationVelocity(void* actor)
Declaration
public static float GetRigidDynamicActorMaxDepenetrationVelocity(void* actor)
Parameters
void
actor
|
Returns
float
|
GetRigidDynamicActorSleepThreshold(void* actor)
Declaration
public static float GetRigidDynamicActorSleepThreshold(void* actor)
Parameters
void
actor
|
Returns
float
|
GetSceneBounceThresholdVelocity(void* scene)
Declaration
public static float GetSceneBounceThresholdVelocity(void* scene)
Parameters
void
scene
|
Returns
float
|
GetSceneEnableCCD(void* scene)
Declaration
public static bool GetSceneEnableCCD(void* scene)
Parameters
void
scene
|
Returns
bool
|
GetSceneGravity(void* scene)
Declaration
public static Vector3 GetSceneGravity(void* scene)
Parameters
void
scene
|
Returns
Vector3
|
GetSceneStatistics(void* scene, PhysicsStatistics& result)
Declaration
public static void GetSceneStatistics(void* scene, PhysicsStatistics& result)
Parameters
void
scene
|
PhysicsStatistics
result
|
GetShapeActor(void* shape)
Declaration
public static void* GetShapeActor(void* shape)
Parameters
void
shape
|
Returns
void
|
GetShapeLocalPose(void* shape, Vector3& position, Quaternion& orientation)
Declaration
public static void GetShapeLocalPose(void* shape, Vector3& position, Quaternion& orientation)
Parameters
void
shape
|
Vector3
position
|
Quaternion
orientation
|
GetShapePose(void* shape, Vector3& position, Quaternion& orientation)
Declaration
public static void GetShapePose(void* shape, Vector3& position, Quaternion& orientation)
Parameters
void
shape
|
Vector3
position
|
Quaternion
orientation
|
GetShapeType(void* shape)
Declaration
public static CollisionShape::Types GetShapeType(void* shape)
Parameters
void
shape
|
Returns
CollisionShape::Types
|
GetSliderJointPosition(void* joint)
Declaration
public static float GetSliderJointPosition(void* joint)
Parameters
void
joint
|
Returns
float
|
GetSliderJointVelocity(void* joint)
Declaration
public static float GetSliderJointVelocity(void* joint)
Parameters
void
joint
|
Returns
float
|
GetTriangleMeshRemap(void* triangleMesh, uint32& count)
Declaration
public static uint32* GetTriangleMeshRemap(void* triangleMesh, uint32& count)
Parameters
void
triangleMesh
|
uint32
count
|
Returns
uint32
|
GetTriangleMeshTriangles(void* triangleMesh, Array<Float3, HeapAllocation>& vertexBuffer, Array<int32, HeapAllocation>& indexBuffer)
Declaration
public static void GetTriangleMeshTriangles(void* triangleMesh, Array<Float3, HeapAllocation>& vertexBuffer, Array<int32, HeapAllocation>& indexBuffer)
Parameters
void
triangleMesh
|
Array<Float3, HeapAllocation>
vertexBuffer
|
Array<int32, HeapAllocation>
indexBuffer
|
Init()
Declaration
public static bool Init()
Returns
bool
|
ModifyHeightField(void* heightField, int32 startCol, int32 startRow, int32 cols, int32 rows, const HeightFieldSample* data)
Declaration
public static bool ModifyHeightField(void* heightField, int32 startCol, int32 startRow, int32 cols, int32 rows, const HeightFieldSample* data)
Parameters
void
heightField
|
int32
startCol
|
int32
startRow
|
int32
cols
|
int32
rows
|
HeightFieldSample
data
|
Returns
bool
|
MoveController(void* controller, void* shape, const Vector3& displacement, float minMoveDistance, float deltaTime)
Declaration
public static int32 MoveController(void* controller, void* shape, const Vector3& displacement, float minMoveDistance, float deltaTime)
Parameters
void
controller
|
void
shape
|
Vector3
displacement
|
float
minMoveDistance
|
float
deltaTime
|
Returns
int32
|
OverlapBox(void* scene, const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Declaration
public static bool OverlapBox(void* scene, const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
Vector3
halfExtents
|
Array<PhysicsColliderActor , HeapAllocation>
results
|
Quaternion
rotation
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
OverlapCapsule(void* scene, const Vector3& center, float radius, float height, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Declaration
public static bool OverlapCapsule(void* scene, const Vector3& center, float radius, float height, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
float
height
|
Array<PhysicsColliderActor , HeapAllocation>
results
|
Quaternion
rotation
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
OverlapConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Declaration
public static bool OverlapConvex(void* scene, const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
CollisionData
convexMesh
|
Vector3
scale
|
Array<PhysicsColliderActor , HeapAllocation>
results
|
Quaternion
rotation
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
OverlapSphere(void* scene, const Vector3& center, float radius, Array<PhysicsColliderActor* , HeapAllocation>& results, uint32 layerMask, bool hitTriggers)
Declaration
public static bool OverlapSphere(void* scene, const Vector3& center, float radius, Array<PhysicsColliderActor* , HeapAllocation>& results, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
Array<PhysicsColliderActor , HeapAllocation>
results
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
RayCast(void* scene, const Vector3& origin, const Vector3& direction, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool RayCast(void* scene, const Vector3& origin, const Vector3& direction, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
origin
|
Vector3
direction
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
RayCast(void* scene, const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool RayCast(void* scene, const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
origin
|
Vector3
direction
|
RayCastHit
hitInfo
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
RayCastAll(void* scene, const Vector3& origin, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool RayCastAll(void* scene, const Vector3& origin, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
origin
|
Vector3
direction
|
Array<RayCastHit, HeapAllocation>
results
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
RayCastShape(void* shape, const Vector3& position, const Quaternion& orientation, const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance)
Declaration
public static bool RayCastShape(void* shape, const Vector3& position, const Quaternion& orientation, const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance)
Parameters
void
shape
|
Vector3
position
|
Quaternion
orientation
|
Vector3
origin
|
Vector3
direction
|
float
resultHitDistance
|
float
maxDistance
|
Returns
bool
|
RayCastShape(void* shape, const Vector3& position, const Quaternion& orientation, const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance)
Declaration
public static bool RayCastShape(void* shape, const Vector3& position, const Quaternion& orientation, const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance)
Parameters
void
shape
|
Vector3
position
|
Quaternion
orientation
|
Vector3
origin
|
Vector3
direction
|
RayCastHit
hitInfo
|
float
maxDistance
|
Returns
bool
|
RemoveCollider(PhysicsColliderActor* collider)
Declaration
public static void RemoveCollider(PhysicsColliderActor* collider)
Parameters
PhysicsColliderActor
collider
|
RemoveJoint(Joint* joint)
RemoveSceneActor(void* scene, void* actor, bool immediately=false)
Declaration
public static void RemoveSceneActor(void* scene, void* actor, bool immediately=false)
Parameters
void
scene
|
void
actor
|
bool
immediately
|
RigidDynamicActorSleep(void* actor)
Declaration
public static void RigidDynamicActorSleep(void* actor)
Parameters
void
actor
|
RigidDynamicActorWakeUp(void* actor)
Declaration
public static void RigidDynamicActorWakeUp(void* actor)
Parameters
void
actor
|
SetActorFlag(void* actor, ActorFlags flag, bool value)
Declaration
public static void SetActorFlag(void* actor, ActorFlags flag, bool value)
Parameters
void
actor
|
ActorFlags
flag
|
bool
value
|
Returns
void
|
SetActorFlags(void* actor, ActorFlags value)
Declaration
public static void SetActorFlags(void* actor, ActorFlags value)
Parameters
void
actor
|
ActorFlags
value
|
SetControllerNonWalkableMode(void* controller, int32 value)
Declaration
public static void SetControllerNonWalkableMode(void* controller, int32 value)
Parameters
void
controller
|
int32
value
|
SetControllerPosition(void* controller, const Vector3& value)
Declaration
public static void SetControllerPosition(void* controller, const Vector3& value)
Parameters
void
controller
|
Vector3
value
|
SetControllerSize(void* controller, float radius, float height)
Declaration
public static void SetControllerSize(void* controller, float radius, float height)
Parameters
void
controller
|
float
radius
|
float
height
|
SetControllerSlopeLimit(void* controller, float value)
Declaration
public static void SetControllerSlopeLimit(void* controller, float value)
Parameters
void
controller
|
float
value
|
SetControllerStepOffset(void* controller, float value)
Declaration
public static void SetControllerStepOffset(void* controller, float value)
Parameters
void
controller
|
float
value
|
SetControllerUpDirection(void* controller, const Vector3& value)
Declaration
public static void SetControllerUpDirection(void* controller, const Vector3& value)
Parameters
void
controller
|
Vector3
value
|
SetD6JointDrive(void* joint, const D6JointDriveType index, const D6JointDrive& value)
Declaration
public static void SetD6JointDrive(void* joint, const D6JointDriveType index, const D6JointDrive& value)
Parameters
void
joint
|
D6JointDriveType
index
|
D6JointDrive
value
|
SetD6JointDrivePosition(void* joint, const Vector3& value)
Declaration
public static void SetD6JointDrivePosition(void* joint, const Vector3& value)
Parameters
void
joint
|
Vector3
value
|
SetD6JointDriveRotation(void* joint, const Quaternion& value)
Declaration
public static void SetD6JointDriveRotation(void* joint, const Quaternion& value)
Parameters
void
joint
|
Quaternion
value
|
SetD6JointDriveVelocity(void* joint, const Vector3& linear, const Vector3& angular)
Declaration
public static void SetD6JointDriveVelocity(void* joint, const Vector3& linear, const Vector3& angular)
Parameters
void
joint
|
Vector3
linear
|
Vector3
angular
|
SetD6JointLimitLinear(void* joint, const LimitLinear& value)
Declaration
public static void SetD6JointLimitLinear(void* joint, const LimitLinear& value)
Parameters
void
joint
|
LimitLinear
value
|
SetD6JointLimitSwing(void* joint, const LimitConeRange& value)
Declaration
public static void SetD6JointLimitSwing(void* joint, const LimitConeRange& value)
Parameters
void
joint
|
LimitConeRange
value
|
SetD6JointLimitTwist(void* joint, const LimitAngularRange& value)
Declaration
public static void SetD6JointLimitTwist(void* joint, const LimitAngularRange& value)
Parameters
void
joint
|
LimitAngularRange
value
|
SetD6JointMotion(void* joint, D6JointAxis axis, D6JointMotion value)
Declaration
public static void SetD6JointMotion(void* joint, D6JointAxis axis, D6JointMotion value)
Parameters
void
joint
|
D6JointAxis
axis
|
D6JointMotion
value
|
SetDistanceJointFlags(void* joint, DistanceJointFlag flags)
Declaration
public static void SetDistanceJointFlags(void* joint, DistanceJointFlag flags)
Parameters
void
joint
|
DistanceJointFlag
flags
|
SetDistanceJointMaxDistance(void* joint, float value)
Declaration
public static void SetDistanceJointMaxDistance(void* joint, float value)
Parameters
void
joint
|
float
value
|
SetDistanceJointMinDistance(void* joint, float value)
Declaration
public static void SetDistanceJointMinDistance(void* joint, float value)
Parameters
void
joint
|
float
value
|
SetDistanceJointSpring(void* joint, const SpringParameters& value)
Declaration
public static void SetDistanceJointSpring(void* joint, const SpringParameters& value)
Parameters
void
joint
|
SpringParameters
value
|
SetDistanceJointTolerance(void* joint, float value)
Declaration
public static void SetDistanceJointTolerance(void* joint, float value)
Parameters
void
joint
|
float
value
|
SetHingeJointDrive(void* joint, const HingeJointDrive& value)
Declaration
public static void SetHingeJointDrive(void* joint, const HingeJointDrive& value)
Parameters
void
joint
|
HingeJointDrive
value
|
SetHingeJointFlags(void* joint, HingeJointFlag value, bool driveFreeSpin)
Declaration
public static void SetHingeJointFlags(void* joint, HingeJointFlag value, bool driveFreeSpin)
Parameters
void
joint
|
HingeJointFlag
value
|
bool
driveFreeSpin
|
SetHingeJointLimit(void* joint, const LimitAngularRange& value)
Declaration
public static void SetHingeJointLimit(void* joint, const LimitAngularRange& value)
Parameters
void
joint
|
LimitAngularRange
value
|
SetJointActorPose(void* joint, const Vector3& position, const Quaternion& orientation, uint8 index)
Declaration
public static void SetJointActorPose(void* joint, const Vector3& position, const Quaternion& orientation, uint8 index)
Parameters
void
joint
|
Vector3
position
|
Quaternion
orientation
|
uint8
index
|
SetJointActors(void* joint, void* actors0, void* actor1)
Declaration
public static void SetJointActors(void* joint, void* actors0, void* actor1)
Parameters
void
joint
|
void
actors0
|
void
actor1
|
SetJointBreakForce(void* joint, float force, float torque)
Declaration
public static void SetJointBreakForce(void* joint, float force, float torque)
Parameters
void
joint
|
float
force
|
float
torque
|
SetJointFlags(void* joint, JointFlags value)
Declaration
public static void SetJointFlags(void* joint, JointFlags value)
Parameters
void
joint
|
JointFlags
value
|
SetRigidActorPose(void* actor, const Vector3& position, const Quaternion& orientation, bool kinematic=false, bool wakeUp=false)
Declaration
public static void SetRigidActorPose(void* actor, const Vector3& position, const Quaternion& orientation, bool kinematic=false, bool wakeUp=false)
Parameters
void
actor
|
Vector3
position
|
Quaternion
orientation
|
bool
kinematic
|
bool
wakeUp
|
SetRigidDynamicActorAngularDamping(void* actor, float value)
Declaration
public static void SetRigidDynamicActorAngularDamping(void* actor, float value)
Parameters
void
actor
|
float
value
|
SetRigidDynamicActorAngularVelocity(void* actor, const Vector3& value, bool wakeUp)
Declaration
public static void SetRigidDynamicActorAngularVelocity(void* actor, const Vector3& value, bool wakeUp)
Parameters
void
actor
|
Vector3
value
|
bool
wakeUp
|
SetRigidDynamicActorCenterOfMassOffset(void* actor, const Float3& value)
Declaration
public static void SetRigidDynamicActorCenterOfMassOffset(void* actor, const Float3& value)
Parameters
void
actor
|
Float3
value
|
SetRigidDynamicActorConstraints(void* actor, RigidbodyConstraints value)
Declaration
public static void SetRigidDynamicActorConstraints(void* actor, RigidbodyConstraints value)
Parameters
void
actor
|
RigidbodyConstraints
value
|
SetRigidDynamicActorFlag(void* actor, RigidDynamicFlags flag, bool value)
Declaration
public static void SetRigidDynamicActorFlag(void* actor, RigidDynamicFlags flag, bool value)
Parameters
void
actor
|
RigidDynamicFlags
flag
|
bool
value
|
Returns
void
|
SetRigidDynamicActorFlags(void* actor, RigidDynamicFlags value)
Declaration
public static void SetRigidDynamicActorFlags(void* actor, RigidDynamicFlags value)
Parameters
void
actor
|
RigidDynamicFlags
value
|
SetRigidDynamicActorLinearDamping(void* actor, float value)
Declaration
public static void SetRigidDynamicActorLinearDamping(void* actor, float value)
Parameters
void
actor
|
float
value
|
SetRigidDynamicActorLinearVelocity(void* actor, const Vector3& value, bool wakeUp)
Declaration
public static void SetRigidDynamicActorLinearVelocity(void* actor, const Vector3& value, bool wakeUp)
Parameters
void
actor
|
Vector3
value
|
bool
wakeUp
|
SetRigidDynamicActorMaxAngularVelocity(void* actor, float value)
Declaration
public static void SetRigidDynamicActorMaxAngularVelocity(void* actor, float value)
Parameters
void
actor
|
float
value
|
SetRigidDynamicActorMaxDepenetrationVelocity(void* actor, float value)
Declaration
public static void SetRigidDynamicActorMaxDepenetrationVelocity(void* actor, float value)
Parameters
void
actor
|
float
value
|
SetRigidDynamicActorSleepThreshold(void* actor, float value)
Declaration
public static void SetRigidDynamicActorSleepThreshold(void* actor, float value)
Parameters
void
actor
|
float
value
|
SetRigidDynamicActorSolverIterationCounts(void* actor, int32 minPositionIters, int32 minVelocityIters)
Declaration
public static void SetRigidDynamicActorSolverIterationCounts(void* actor, int32 minPositionIters, int32 minVelocityIters)
Parameters
void
actor
|
int32
minPositionIters
|
int32
minVelocityIters
|
SetSceneBounceThresholdVelocity(void* scene, float value)
Declaration
public static void SetSceneBounceThresholdVelocity(void* scene, float value)
Parameters
void
scene
|
float
value
|
SetSceneEnableCCD(void* scene, bool value)
Declaration
public static void SetSceneEnableCCD(void* scene, bool value)
Parameters
void
scene
|
bool
value
|
SetSceneGravity(void* scene, const Vector3& value)
Declaration
public static void SetSceneGravity(void* scene, const Vector3& value)
Parameters
void
scene
|
Vector3
value
|
SetSceneOrigin(void* scene, const Vector3& oldOrigin, const Vector3& newOrigin)
Declaration
public static void SetSceneOrigin(void* scene, const Vector3& oldOrigin, const Vector3& newOrigin)
Parameters
void
scene
|
Vector3
oldOrigin
|
Vector3
newOrigin
|
SetShapeContactOffset(void* shape, float value)
Declaration
public static void SetShapeContactOffset(void* shape, float value)
Parameters
void
shape
|
float
value
|
SetShapeFilterMask(void* shape, uint32 mask0, uint32 mask1)
Declaration
public static void SetShapeFilterMask(void* shape, uint32 mask0, uint32 mask1)
Parameters
void
shape
|
uint32
mask0
|
uint32
mask1
|
SetShapeGeometry(void* shape, const CollisionShape& geometry)
Declaration
public static void SetShapeGeometry(void* shape, const CollisionShape& geometry)
Parameters
void
shape
|
CollisionShape
geometry
|
SetShapeLocalPose(void* shape, const Vector3& position, const Quaternion& orientation)
Declaration
public static void SetShapeLocalPose(void* shape, const Vector3& position, const Quaternion& orientation)
Parameters
void
shape
|
Vector3
position
|
Quaternion
orientation
|
SetShapeMaterial(void* shape, JsonAsset* material)
Declaration
public static void SetShapeMaterial(void* shape, JsonAsset* material)
Parameters
void
shape
|
JsonAsset
material
|
Returns
void
|
SetShapeMaterials(void* shape, Span<JsonAsset* > materials)
Declaration
public static void SetShapeMaterials(void* shape, Span<JsonAsset* > materials)
Parameters
void
shape
|
Span<JsonAsset >
materials
|
SetShapeState(void* shape, bool enabled, bool trigger)
Declaration
public static void SetShapeState(void* shape, bool enabled, bool trigger)
Parameters
void
shape
|
bool
enabled
|
bool
trigger
|
SetSliderJointFlags(void* joint, SliderJointFlag value)
Declaration
public static void SetSliderJointFlags(void* joint, SliderJointFlag value)
Parameters
void
joint
|
SliderJointFlag
value
|
SetSliderJointLimit(void* joint, const LimitLinearRange& value)
Declaration
public static void SetSliderJointLimit(void* joint, const LimitLinearRange& value)
Parameters
void
joint
|
LimitLinearRange
value
|
SetSphericalJointFlags(void* joint, SphericalJointFlag value)
Declaration
public static void SetSphericalJointFlags(void* joint, SphericalJointFlag value)
Parameters
void
joint
|
SphericalJointFlag
value
|
SetSphericalJointLimit(void* joint, const LimitConeRange& value)
Declaration
public static void SetSphericalJointLimit(void* joint, const LimitConeRange& value)
Parameters
void
joint
|
LimitConeRange
value
|
Shutdown()
Declaration
public static void Shutdown()
SphereCast(void* scene, const Vector3& center, float radius, const Vector3& direction, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool SphereCast(void* scene, const Vector3& center, float radius, const Vector3& direction, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
Vector3
direction
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
SphereCast(void* scene, const Vector3& center, float radius, const Vector3& direction, RayCastHit& hitInfo, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool SphereCast(void* scene, const Vector3& center, float radius, const Vector3& direction, RayCastHit& hitInfo, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
Vector3
direction
|
RayCastHit
hitInfo
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
SphereCastAll(void* scene, const Vector3& center, float radius, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, float maxDistance, uint32 layerMask, bool hitTriggers)
Declaration
public static bool SphereCastAll(void* scene, const Vector3& center, float radius, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, float maxDistance, uint32 layerMask, bool hitTriggers)
Parameters
void
scene
|
Vector3
center
|
float
radius
|
Vector3
direction
|
Array<RayCastHit, HeapAllocation>
results
|
float
maxDistance
|
uint32
layerMask
|
bool
hitTriggers
|
Returns
bool
|
StartSimulateScene(void* scene, float dt)
Declaration
public static void StartSimulateScene(void* scene, float dt)
Parameters
void
scene
|
float
dt
|
UpdateRigidDynamicActorMass(void* actor, float& mass, float massScale, bool autoCalculate)
Declaration
public static void UpdateRigidDynamicActorMass(void* actor, float& mass, float massScale, bool autoCalculate)
Parameters
void
actor
|
float
mass
|
float
massScale
|
bool
autoCalculate
|