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    Class PhysicsScene

    Physical simulation scene.

    Inheritance
    Object
    ScriptingObject
    PhysicsScene
    Inherited Members
    ScriptingObject::_gcHandle
    ScriptingObject::_id
    ScriptingObject::_type
    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)
    ScriptingObject::CreateManaged()
    ScriptingObject::CreateManagedInternal()
    ScriptingObject::Deleted
    Object::DeleteObject(float timeToLive = 0.0f, bool useGameTime=false)
    Object::DeleteObjectNow()
    ScriptingObject::DestroyManaged()
    Object::Flags
    ScriptingObject::FromInterface(void* interfaceObj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::FromInterface(T* interfaceObj)
    ScriptingObject::GetClass()
    ScriptingObject::GetID()
    ScriptingObject::GetManagedInstance()
    ScriptingObject::GetOrCreateManagedInstance()
    ScriptingObject::GetType()
    ScriptingObject::GetTypeHandle()
    ScriptingObject::HasManagedInstance()
    ScriptingObject::Is(const ScriptingTypeHandle& type)
    ScriptingObject::Is(const MClass* type)
    ScriptingObject::Is()
    ScriptingObject::IsRegistered()
    ScriptingObject::NewObject(const ScriptingTypeHandle& typeHandle)
    ScriptingObject::NewObject()
    ScriptingObject::OnDeleteObject()
    ScriptingObject::OnManagedInstanceDeleted()
    ScriptingObject::OnScriptingDispose()
    ScriptingObject::RegisterObject()
    ScriptingObject::ScriptingObject(const SpawnParams& params)
    ScriptingObject::SetManagedInstance(MObject* instance)
    PhysicsScene
    ScriptingObject::ToInterface(ScriptingObject* obj, const ScriptingTypeHandle& interfaceType)
    ScriptingObject::ToInterface(ScriptingObject* obj)
    ScriptingObject::ToManaged(const ScriptingObject* obj)
    ScriptingObject::ToNative(MObject* obj)
    ScriptingObject::ToString()
    ScriptingObject::UnregisterObject()
    Object::~Object()
    ScriptingObject::~ScriptingObject()
    Assembly: FlaxEngine.dll
    File: Engine/Physics/PhysicsScene.h
    Syntax
    public class PhysicsScene : public ScriptingObject

    Constructors

    ~PhysicsScene()

    Declaration
    public ~PhysicsScene()

    Methods

    BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a box geometry.

    Declaration
    public bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Vector3 direction

    The normalized direction in which cast a box.

    Quaternion rotation

    The box rotation.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if box hits an matching object, otherwise false.

    BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a box geometry.

    Declaration
    public bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Vector3 direction

    The normalized direction in which cast a box.

    RayCastHit hitInfo

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

    Quaternion rotation

    The box rotation.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if box hits an matching object, otherwise false.

    BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a box geometry.

    Declaration
    public bool BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Vector3 direction

    The normalized direction in which cast a box.

    Array<RayCastHit, HeapAllocation> results

    The result hits. Valid only when method returns true.

    Quaternion rotation

    The box rotation.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if box hits an matching object, otherwise false.

    CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a capsule geometry.

    Declaration
    public bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The capsule center.

    float radius

    The radius of the capsule.

    float height

    The height of the capsule, excluding the top and bottom spheres.

    Vector3 direction

    The normalized direction in which cast a capsule.

    Quaternion rotation

    The capsule rotation.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if capsule hits an matching object, otherwise false.

    CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a capsule geometry.

    Declaration
    public bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The capsule center.

    float radius

    The radius of the capsule.

    float height

    The height of the capsule, excluding the top and bottom spheres.

    Vector3 direction

    The normalized direction in which cast a capsule.

    RayCastHit hitInfo

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

    Quaternion rotation

    The capsule rotation.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if capsule hits an matching object, otherwise false.

    CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a capsule geometry.

    Declaration
    public bool CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The capsule center.

    float radius

    The radius of the capsule.

    float height

    The height of the capsule, excluding the top and bottom spheres.

    Vector3 direction

    The normalized direction in which cast a capsule.

    Array<RayCastHit, HeapAllocation> results

    The result hits. Valid only when method returns true.

    Quaternion rotation

    The capsule rotation.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if capsule hits an matching object, otherwise false.

    CheckBox(const Vector3& center, const Vector3& halfExtents, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Checks whether the given box overlaps with other colliders or not.

    Declaration
    public bool CheckBox(const Vector3& center, const Vector3& halfExtents, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Quaternion rotation

    The box rotation.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if box overlaps any matching object, otherwise false.

    CheckCapsule(const Vector3& center, float radius, float height, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Checks whether the given capsule overlaps with other colliders or not.

    Declaration
    public bool CheckCapsule(const Vector3& center, float radius, float height, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The capsule center.

    float radius

    The radius of the capsule.

    float height

    The height of the capsule, excluding the top and bottom spheres.

    Quaternion rotation

    The capsule rotation.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if capsule overlaps any matching object, otherwise false.

    CheckConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Checks whether the given convex mesh overlaps with other colliders or not.

    Declaration
    public bool CheckConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Quaternion rotation

    The convex mesh rotation.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if convex mesh overlaps any matching object, otherwise false.

    CheckSphere(const Vector3& center, float radius, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Checks whether the given sphere overlaps with other colliders or not.

    Declaration
    public bool CheckSphere(const Vector3& center, float radius, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The sphere center.

    float radius

    The radius of the sphere.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if sphere overlaps any matching object, otherwise false.

    CollectResults()

    Called to collect physic simulation results and apply them as well as fire collision events.

    Declaration
    public void CollectResults()

    ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a convex mesh.

    Declaration
    public bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Vector3 direction

    The normalized direction in which cast a convex mesh.

    Quaternion rotation

    The convex mesh rotation.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if convex mesh hits an matching object, otherwise false.

    ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a convex mesh.

    Declaration
    public bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, RayCastHit& hitInfo, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Vector3 direction

    The normalized direction in which cast a convex mesh.

    RayCastHit hitInfo

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

    Quaternion rotation

    The convex mesh rotation.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if convex mesh hits an matching object, otherwise false.

    ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a convex mesh.

    Declaration
    public bool ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Vector3 direction

    The normalized direction in which cast a convex mesh.

    Array<RayCastHit, HeapAllocation> results

    The result hits. Valid only when method returns true.

    Quaternion rotation

    The convex mesh rotation.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if convex mesh hits an matching object, otherwise false.

    GetAutoSimulation()

    Gets the automatic simulation feature that perform physics simulation after on fixed update by auto, otherwise user should do it.

    Declaration
    public bool GetAutoSimulation() const
    Returns
    bool

    GetBounceThresholdVelocity()

    Gets the minimum relative velocity required for an object to bounce.

    Declaration
    public float GetBounceThresholdVelocity()
    Returns
    float

    GetEnableCCD()

    Gets the CCD feature enable flag.

    Declaration
    public bool GetEnableCCD() const
    Returns
    bool

    GetGravity()

    Gets the current gravity force.

    Declaration
    public Vector3 GetGravity() const
    Returns
    Vector3

    GetName()

    Gets the name of the scene.

    Declaration
    public String GetName() const
    Returns
    String

    GetOrigin()

    Gets the current scene origin that defines the center of the simulation (in world). Can be used to run physics simulation relative to the camera.

    Declaration
    public Vector3 GetOrigin() const
    Returns
    Vector3

    GetPhysicsScene()

    Gets the native physics system scene object.

    Declaration
    public void* GetPhysicsScene() const
    Returns
    void

    GetStatistics()

    Gets the physics simulation statistics for the scene.

    Declaration
    public PhysicsStatistics GetStatistics() const
    Returns
    PhysicsStatistics

    Init(const StringView& name, const PhysicsSettings& settings)

    Initializes the scene.

    Declaration
    public bool Init(const StringView& name, const PhysicsSettings& settings)
    Parameters
    StringView name

    The name.

    PhysicsSettings settings

    The physics settings.

    Returns
    bool

    True if failed, otherwise false.

    IsDuringSimulation()

    Checks if physical simulation is running.

    Declaration
    public bool IsDuringSimulation() const
    Returns
    bool

    LineCast(const Vector3& start, const Vector3& end, RayCastHit& hitInfo, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a line between two points in the scene.

    Declaration
    public bool LineCast(const Vector3& start, const Vector3& end, RayCastHit& hitInfo, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 start

    The start position of the line.

    Vector3 end

    The end position of the line.

    RayCastHit hitInfo

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

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if ray hits an matching object, otherwise false.

    LineCast(const Vector3& start, const Vector3& end, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a line between two points in the scene.

    Declaration
    public bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 start

    The start position of the line.

    Vector3 end

    The end position of the line.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if ray hits an matching object, otherwise false.

    LineCastAll(const Vector3& start, const Vector3& end, Array<RayCastHit, HeapAllocation>& results, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a line between two points in the scene, returns all hitpoints infos.

    Declaration
    public bool LineCastAll(const Vector3& start, const Vector3& end, Array<RayCastHit, HeapAllocation>& results, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 start

    The origin of the ray.

    Vector3 end

    The normalized direction of the ray.

    Array<RayCastHit, HeapAllocation> results

    The result hits. Valid only when method returns true.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if ray hits an matching object, otherwise false.

    OverlapBox(const Vector3& center, const Vector3& halfExtents, Array<Collider* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Finds all colliders touching or inside of the given box.

    Declaration
    public bool OverlapBox(const Vector3& center, const Vector3& halfExtents, Array<Collider* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Array<Collider , HeapAllocation> results

    The result colliders that overlap with the given box. Valid only when method returns true.

    Quaternion rotation

    The box rotation.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if box overlaps any matching object, otherwise false.

    OverlapBox(const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Finds all colliders touching or inside of the given box.

    Declaration
    public bool OverlapBox(const Vector3& center, const Vector3& halfExtents, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The box center.

    Vector3 halfExtents

    The half size of the box in each direction.

    Array<PhysicsColliderActor , HeapAllocation> results

    The result colliders that overlap with the given box. Valid only when method returns true.

    Quaternion rotation

    The box rotation.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if box overlaps any matching object, otherwise false.

    OverlapCapsule(const Vector3& center, float radius, float height, Array<Collider* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Finds all colliders touching or inside of the given capsule.

    Declaration
    public bool OverlapCapsule(const Vector3& center, float radius, float height, Array<Collider* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The capsule center.

    float radius

    The radius of the capsule.

    float height

    The height of the capsule, excluding the top and bottom spheres.

    Array<Collider , HeapAllocation> results

    The result colliders that overlap with the given capsule. Valid only when method returns true.

    Quaternion rotation

    The capsule rotation.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if capsule overlaps any matching object, otherwise false.

    OverlapCapsule(const Vector3& center, float radius, float height, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Finds all colliders touching or inside of the given capsule.

    Declaration
    public bool OverlapCapsule(const Vector3& center, float radius, float height, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The capsule center.

    float radius

    The radius of the capsule.

    float height

    The height of the capsule, excluding the top and bottom spheres.

    Array<PhysicsColliderActor , HeapAllocation> results

    The result colliders that overlap with the given capsule. Valid only when method returns true.

    Quaternion rotation

    The capsule rotation.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if capsule overlaps any matching object, otherwise false.

    OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<Collider* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Finds all colliders touching or inside of the given convex mesh.

    Declaration
    public bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<Collider* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Array<Collider , HeapAllocation> results

    The result colliders that overlap with the given convex mesh. Valid only when method returns true.

    Quaternion rotation

    The convex mesh rotation.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if convex mesh overlaps any matching object, otherwise false.

    OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Finds all colliders touching or inside of the given convex mesh.

    Declaration
    public bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, Array<PhysicsColliderActor* , HeapAllocation>& results, const Quaternion& rotation=Quaternion::Identity, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The convex mesh center.

    CollisionData convexMesh

    Collision data of the convex mesh.

    Vector3 scale

    The scale of the convex mesh.

    Array<PhysicsColliderActor , HeapAllocation> results

    The result colliders that overlap with the given convex mesh. Valid only when method returns true.

    Quaternion rotation

    The convex mesh rotation.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if convex mesh overlaps any matching object, otherwise false.

    OverlapSphere(const Vector3& center, float radius, Array<Collider* , HeapAllocation>& results, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Finds all colliders touching or inside of the given sphere.

    Declaration
    public bool OverlapSphere(const Vector3& center, float radius, Array<Collider* , HeapAllocation>& results, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The sphere center.

    float radius

    The radius of the sphere.

    Array<Collider , HeapAllocation> results

    The result colliders that overlap with the given sphere. Valid only when method returns true.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if sphere overlaps any matching object, otherwise false.

    OverlapSphere(const Vector3& center, float radius, Array<PhysicsColliderActor* , HeapAllocation>& results, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Finds all colliders touching or inside of the given sphere.

    Declaration
    public bool OverlapSphere(const Vector3& center, float radius, Array<PhysicsColliderActor* , HeapAllocation>& results, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The sphere center.

    float radius

    The radius of the sphere.

    Array<PhysicsColliderActor , HeapAllocation> results

    The result colliders that overlap with the given sphere. Valid only when method returns true.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if sphere overlaps any matching object, otherwise false.

    RayCast(const Vector3& origin, const Vector3& direction, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a raycast against objects in the scene.

    Declaration
    public bool RayCast(const Vector3& origin, const Vector3& direction, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 origin

    The origin of the ray.

    Vector3 direction

    The normalized direction of the ray.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if ray hits an matching object, otherwise false.

    RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a raycast against objects in the scene, returns results in a RayCastHit structure.

    Declaration
    public bool RayCast(const Vector3& origin, const Vector3& direction, RayCastHit& hitInfo, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    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.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if ray hits an matching object, otherwise false.

    RayCastAll(const Vector3& origin, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a raycast against objects in the scene, returns results in a RayCastHit structure.

    Declaration
    public bool RayCastAll(const Vector3& origin, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 origin

    The origin of the ray.

    Vector3 direction

    The normalized direction of the ray.

    Array<RayCastHit, HeapAllocation> results

    The result hits. Valid only when method returns true.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if ray hits an matching object, otherwise false.

    SetAutoSimulation(bool value)

    Sets the automatic simulation feature that perform physics simulation after on fixed update by auto, otherwise user should do it.

    Declaration
    public void SetAutoSimulation(bool value)
    Parameters
    bool value

    SetBounceThresholdVelocity(float value)

    Sets the minimum relative velocity required for an object to bounce.

    Declaration
    public void SetBounceThresholdVelocity(float value)
    Parameters
    float value

    SetEnableCCD(bool value)

    Sets the CCD feature enable flag.

    Declaration
    public void SetEnableCCD(bool value)
    Parameters
    bool value

    SetGravity(const Vector3& value)

    Sets the current gravity force.

    Declaration
    public void SetGravity(const Vector3& value)
    Parameters
    Vector3 value

    SetOrigin(const Vector3& value)

    Sets the current scene origin that defines the center of the simulation (in world). Can be used to run physics simulation relative to the camera.

    Declaration
    public void SetOrigin(const Vector3& value)
    Parameters
    Vector3 value

    Simulate(float dt)

    Called during main engine loop to start physic simulation. Use CollectResults after.

    Declaration
    public void Simulate(float dt)
    Parameters
    float dt

    The delta time (in seconds).

    SphereCast(const Vector3& center, float radius, const Vector3& direction, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a sphere geometry.

    Declaration
    public bool SphereCast(const Vector3& center, float radius, const Vector3& direction, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The sphere center.

    float radius

    The radius of the sphere.

    Vector3 direction

    The normalized direction in which cast a sphere.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if sphere hits an matching object, otherwise false.

    SphereCast(const Vector3& center, float radius, const Vector3& direction, RayCastHit& hitInfo, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a sphere geometry.

    Declaration
    public bool SphereCast(const Vector3& center, float radius, const Vector3& direction, RayCastHit& hitInfo, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The sphere center.

    float radius

    The radius of the sphere.

    Vector3 direction

    The normalized direction in which cast a sphere.

    RayCastHit hitInfo

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

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if sphere hits an matching object, otherwise false.

    SphereCastAll(const Vector3& center, float radius, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)

    Performs a sweep test against objects in the scene using a sphere geometry.

    Declaration
    public bool SphereCastAll(const Vector3& center, float radius, const Vector3& direction, Array<RayCastHit, HeapAllocation>& results, float maxDistance=MAX_float, uint32 layerMask=MAX_uint32, bool hitTriggers=true)
    Parameters
    Vector3 center

    The sphere center.

    float radius

    The radius of the sphere.

    Vector3 direction

    The normalized direction in which cast a sphere.

    Array<RayCastHit, HeapAllocation> results

    The result hits. Valid only when method returns true.

    float maxDistance

    The maximum distance the ray should check for collisions.

    uint32 layerMask

    The layer mask used to filter the results.

    bool hitTriggers

    If set to true triggers will be hit, otherwise will skip them.

    Returns
    bool

    True if sphere hits an matching object, otherwise false.

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