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    Class PhysicsColliderActor

    A base class for all physical collider actors.

    Inheritance
    Object
    ScriptingObject
    SceneObject
    Actor
    PhysicsColliderActor
    Inherited Members
    Actor::_box
    Actor::_drawCategory
    Actor::_drawNoCulling
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    Actor::_isActive
    Actor::_isActiveInHierarchy
    Actor::_isEnabled
    Actor::_isHierarchyDirty
    Actor::_isPrefabRoot
    Actor::_layer
    Actor::_localTransform
    Actor::_name
    SceneObject::_parent
    Actor::_physicsScene
    SceneObject::_prefabID
    SceneObject::_prefabObjectID
    Actor::_scene
    Actor::_sphere
    Actor::_staticFlags
    Actor::_transform
    ScriptingObject::_type
    Actor::AddMovement(const Vector3& translation)
    Actor::AddMovement(const Vector3& translation, const Quaternion& rotation)
    Actor::AddScript()
    Actor::AddStaticFlags(StaticFlags flags)
    Actor::AddTag(const Tag& tag)
    Actor::AddTagRecursive(const Tag& tag)
    PhysicsColliderActor
    Actor::BeginPlay(SceneBeginData* data)
    Actor::BreakPrefabLink()
    ScriptingObject::CanCast(const ScriptingTypeHandle& from, const ScriptingTypeHandle& to)
    ScriptingObject::CanCast(const MClass* from, const MClass* to)
    ScriptingObject::Cast(ScriptingObject* obj)
    ScriptingObject::ChangeID(const Guid& newId)
    Actor::ChangeScriptOrder(Script* script, int32 newIndex)
    Actor::Children
    Actor::Clone()
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    Actor::DEPRECATED("Use HasTag instead") const String& GetTag()
    Actor::DEPRECATED("Use AddTag instead") void SetTag(const StringView& value)
    Actor::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
    ISerializable::DeserializeIfExists(DeserializeStream& stream, const char* memberName, ISerializeModifier* modifier)
    PhysicsColliderActor
    Actor::DestroyChildren(float timeLeft = 0.0f)
    ScriptingObject::DestroyManaged()
    Actor::Draw(RenderContext& renderContext)
    Actor::Draw(RenderContextBatch& renderContextBatch)
    Actor::EndPlay()
    Actor::FindActor(const StringView& name)
    Actor::FindActor(const MClass* type, bool activeOnly=false)
    Actor::FindActor(const MClass* type, const StringView& name)
    Actor::FindActor(const MClass* type, const Tag& tag, bool activeOnly=false)
    Actor::FindActor()
    Actor::FindActor(const Tag& tag)
    Actor::FindScript(const MClass* type)
    Actor::FindScript()
    Object::Flags
    Actor::FromBytes(const Span<byte>& data, Array<Actor* >& output, ISerializeModifier* modifier)
    Actor::FromBytes(const Span<byte>& data)
    Actor::FromBytes(const Span<byte>& data, const Dictionary<Guid, Guid, HeapAllocation>& idsMapping)
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    Actor::FromJson(const StringAnsiView& json)
    Actor::GetBox()
    Actor::GetBoxWithChildren()
    Actor::GetChild(int32 index)
    Actor::GetChild(const StringView& name)
    Actor::GetChild(const MClass* type)
    Actor::GetChild()
    Actor::GetChildren(const MClass* type)
    Actor::GetChildren()
    Actor::GetChildrenCount()
    ScriptingObject::GetClass()
    Actor::GetDirection()
    Actor::GetEditorBox()
    Actor::GetEditorBoxChildren()
    ScriptingObject::GetID()
    Actor::GetIsActive()
    Actor::GetLayer()
    Actor::GetLayerMask()
    Actor::GetLayerName()
    Actor::GetLocalOrientation()
    Actor::GetLocalPosition()
    Actor::GetLocalScale()
    Actor::GetLocalToWorldMatrix(Matrix& localToWorld)
    Actor::GetLocalToWorldMatrix(Double4x4& localToWorld)
    Actor::GetLocalTransform()
    ScriptingObject::GetManagedInstance()
    Actor::GetName()
    SceneObject::GetNamePath(Char separatorChar='/')
    Actor::GetOrAddChild()
    ScriptingObject::GetOrCreateManagedInstance()
    Actor::GetOrderInParent()
    Actor::GetOrientation()
    SceneObject::GetParent()
    Actor::GetPerInstanceRandom()
    Actor::GetPhysicsScene()
    Actor::GetPosition()
    SceneObject::GetPrefabID()
    SceneObject::GetPrefabObjectID()
    Actor::GetPrefabRoot()
    Actor::GetRotation()
    Actor::GetScale()
    Actor::GetScene()
    Actor::GetSceneObjectId()
    Actor::GetSceneRendering()
    Actor::GetScript(int32 index)
    Actor::GetScript(const MClass* type)
    Actor::GetScript()
    Actor::GetScriptByID(const Guid& id)
    Actor::GetScripts(const MClass* type)
    Actor::GetScripts()
    Actor::GetScriptsCount()
    Actor::GetSphere()
    Actor::GetStaticFlags()
    Actor::GetTransform()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    Actor::GetWorldToLocalMatrix(Matrix& worldToLocal)
    Actor::GetWorldToLocalMatrix(Double4x4& worldToLocal)
    Actor::HasActorInChildren(Actor* a)
    Actor::HasActorInHierarchy(Actor* a)
    Actor::HasContentLoaded()
    ScriptingObject::HasManagedInstance()
    SceneObject::HasParent()
    SceneObject::HasPrefabLink()
    Actor::HasScene()
    Actor::HasStaticFlag(StaticFlags flag)
    Actor::HasTag()
    Actor::HasTag(const Tag& tag)
    Actor::HasTag(const StringView& tag)
    Actor::HideFlags
    Actor::Initialize()
    Actor::InitializeHierarchy()
    Actor::Intersects(const Ray& ray, Real& distance, Vector3& normal)
    Actor::IntersectsItself(const Ray& ray, Real& distance, Vector3& normal)
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    Actor::IsActiveInHierarchy()
    SceneObject::IsDuringPlay()
    Actor::IsPrefabRoot()
    ScriptingObject::IsRegistered()
    Actor::IsStatic()
    Actor::IsTransformStatic()
    Actor::LinkPrefab(const Guid& prefabId, const Guid& prefabObjectId)
    Actor::LookAt(const Vector3& worldPos)
    Actor::LookAt(const Vector3& worldPos, const Vector3& worldUp)
    Actor::LookingAt(const Vector3& worldPos)
    Actor::LookingAt(const Vector3& worldPos, const Vector3& worldUp)
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    Actor::OnActiveChanged()
    Actor::OnActiveInTreeChanged()
    Actor::OnBeginPlay()
    Actor::OnDebugDraw()
    Actor::OnDebugDrawSelected()
    Actor::OnDeleteObject()
    Actor::OnDisable()
    Actor::OnEnable()
    Actor::OnEndPlay()
    Actor::OnLayerChanged()
    ScriptingObject::OnManagedInstanceDeleted()
    Actor::OnOrderInParentChanged()
    Actor::OnParentChanged()
    Actor::OnPhysicsSceneChanged(PhysicsScene* previous)
    ScriptingObject::OnScriptingDispose()
    Actor::OnStaticFlagsChanged()
    Actor::OnTransformChanged()
    ScriptingObject::RegisterObject()
    Actor::RemoveStaticFlags(StaticFlags flags)
    Actor::RemoveTag(const Tag& tag)
    Actor::ResetLocalTransform()
    SceneObject::SceneObject(const SpawnParams& params)
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    Actor::Scripts
    Actor::Serialize(SerializeStream& stream, const void* otherObj)
    PhysicsColliderActor
    PhysicsColliderActor
    Actor::SetDirection(const Float3& value)
    Actor::SetIsActive(bool value)
    Actor::SetLayer(int32 layerIndex)
    Actor::SetLayerName(const StringView& value)
    Actor::SetLayerNameRecursive(const StringView& value)
    Actor::SetLayerRecursive(int32 layerIndex)
    Actor::SetLocalOrientation(const Quaternion& value)
    Actor::SetLocalPosition(const Vector3& value)
    Actor::SetLocalScale(const Float3& value)
    Actor::SetLocalTransform(const Transform& value)
    ScriptingObject::SetManagedInstance(MObject* instance)
    Actor::SetName(String&& value)
    Actor::SetName(const StringView& value)
    Actor::SetOrderInParent(int32 index)
    Actor::SetOrientation(const Quaternion& value)
    Actor::SetParent(Actor* value, bool worldPositionsStays, bool canBreakPrefabLink)
    Actor::SetParent(Actor* value, bool canBreakPrefabLink=true)
    SceneObject::SetParent(Actor* value)
    Actor::SetPhysicsScene(PhysicsScene* scene)
    Actor::SetPosition(const Vector3& value)
    Actor::SetRotation(const Matrix& value)
    Actor::SetScale(const Float3& value)
    Actor::SetStaticFlag(StaticFlags flag, bool value)
    Actor::SetStaticFlags(StaticFlags value)
    Actor::SetTransform(const Transform& value)
    PhysicsColliderActor
    Actor::Tags
    Actor::ToBytes(const Array<Actor* >& actors, MemoryWriteStream& output)
    Actor::ToBytes(const Array<Actor* >& actors)
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    Actor::ToJson()
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    Actor::ToString()
    Actor::TreeExecute(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TreeExecuteChildren(Function<bool(Actor* , Params ...)>& action, Params ... args)
    Actor::TryGetSerializedObjectsIds(const Span<byte>& data)
    ScriptingObject::UnregisterObject()
    Actor::UnregisterObjectHierarchy()
    ISerializable::~ISerializable()
    Object::~Object()
    SceneObject::~SceneObject()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Physics/Actors/PhysicsColliderActor.h
    Syntax
    public class PhysicsColliderActor : public Actor

    Fields

    CollisionEnter

    Occurs when a collision start gets registered for this collider (it collides with something).

    Declaration
    public Delegate<Collision> CollisionEnter
    Field Value
    Delegate<Collision>

    CollisionExit

    Occurs when a collision end gets registered for this collider (it ends colliding with something).

    Declaration
    public Delegate<Collision> CollisionExit
    Field Value
    Delegate<Collision>

    TriggerEnter

    Occurs when a trigger touching start gets registered for this collider (the other collider enters it and triggers the event).

    Declaration
    public Delegate<PhysicsColliderActor* > TriggerEnter
    Field Value
    Delegate<PhysicsColliderActor >

    TriggerExit

    Occurs when a trigger touching end gets registered for this collider (the other collider enters it and triggers the event).

    Declaration
    public Delegate<PhysicsColliderActor* > TriggerExit
    Field Value
    Delegate<PhysicsColliderActor >

    Methods

    ClosestPoint(const Vector3& point, Vector3& result)

    Gets a point on the collider that is closest to a given location. Can be used to find a hit location or position to apply explosion force or any other special effects.

    Declaration
    public virtual void ClosestPoint(const Vector3& point, Vector3& result) const = 0
    Parameters
    Vector3 point

    The position to find the closest point to it.

    Vector3 result

    The result point on the collider that is closest to the specified location.

    ContainsPoint(const Vector3& point)

    Checks if a point is inside the collider.

    Declaration
    public virtual bool ContainsPoint(const Vector3& point) const = 0
    Parameters
    Vector3 point

    The point to check if is contained by the collider shape (in world-space).

    Returns
    bool

    True if collider shape contains a given point, otherwise false.

    GetAttachedRigidBody()

    Gets the attached rigid body.

    Declaration
    public virtual RigidBody* GetAttachedRigidBody() const = 0
    Returns
    RigidBody

    The rigid body or null.

    OnCollisionEnter(const Collision& c)

    Called when a collision start gets registered for this collider (it collides with something).

    Declaration
    public virtual void OnCollisionEnter(const Collision& c)
    Parameters
    Collision c

    The collision info.

    OnCollisionExit(const Collision& c)

    Called when a collision end gets registered for this collider (it ends colliding with something).

    Declaration
    public virtual void OnCollisionExit(const Collision& c)
    Parameters
    Collision c

    The collision info.

    OnTriggerEnter(PhysicsColliderActor* c)

    Called when a trigger touching start gets registered for this collider (the other collider enters it and triggers the event).

    Declaration
    public virtual void OnTriggerEnter(PhysicsColliderActor* c)
    Parameters
    PhysicsColliderActor c

    The other collider.

    OnTriggerExit(PhysicsColliderActor* c)

    Called when a trigger touching end gets registered for this collider (the other collider enters it and triggers the event).

    Declaration
    public virtual void OnTriggerExit(PhysicsColliderActor* c)
    Parameters
    PhysicsColliderActor c

    The other collider.

    RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance=MAX_float)

    Performs a raycast against this collider shape.

    Declaration
    public virtual bool RayCast(const Vector3& origin, const Vector3& direction, float& resultHitDistance, float maxDistance=MAX_float) const = 0
    Parameters
    Vector3 origin

    The origin of the ray.

    Vector3 direction

    The normalized direction of the ray.

    float resultHitDistance

    The raycast result hit position distance from the ray origin. Valid only if raycast hits anything.

    float maxDistance

    The maximum distance the ray should check for collisions.

    Returns
    bool

    True if ray hits an object, otherwise false.

    RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance=MAX_float)

    Performs a raycast against this collider, returns results in a RaycastHit structure.

    Declaration
    public virtual bool RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance=MAX_float) const = 0
    Parameters
    Vector3 origin

    The origin of the ray.

    Vector3 direction

    The normalized direction of the ray.

    RayCastHit hitInfo

    The result hit information. Valid only when method returns true.

    float maxDistance

    The maximum distance the ray should check for collisions.

    Returns
    bool

    True if ray hits an object, otherwise false.

    See Also

    Actor
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