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    Class PhysicsBackend

    Interface for the physical simulation backend implementation.

    Inheritance
    PhysicsBackend
    Inherited Members
    PhysicsBackend
    PhysicsBackend
    PhysicsBackend
    PhysicsBackend
    PhysicsBackend
    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)

    Declaration
    public static void RemoveJoint(Joint* joint)
    Parameters
    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

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