An implementation of a ColliderComponent for 3D colliders.
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sealed override int | OverlapBody (Vector3 position, Quaternion rotation) |
| Performs an overlap check using the body shape. The filter used in this case corresponds to the internal one from the PhysicsBody2D/3D class. If a custom filter is required, 2D/3D implementations must be used instead. More...
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override bool | ComputePenetration (ref Vector3 position, ref Quaternion rotation, PenetrationDelegate Action) |
| Calcules the amount of penetration between this body and nearby neighbors. Alternatively, an action (delegate) can be passed in, so the resulting position/rotation can be modified if needed. More...
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override Vector3 | ComputePenetrationVector (ref Vector3 position, ref Quaternion rotation, PenetrationDelegate Action) |
| Calcules the amount of penetration between this body and nearby neighbors. Alternatively, an action (delegate) can be passed in, so the resulting position/rotation can be modified if needed. More...
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delegate void | PenetrationDelegate (ref Vector3 bodyPosition, ref Quaternion bodyRotation, Transform otherColliderTransform, Vector3 penetrationDirection, float penetrationDistance) |
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abstract bool | ComputePenetration (ref Vector3 position, ref Quaternion rotation, PenetrationDelegate Action) |
| Calcules the amount of penetration between this body and nearby neighbors. Alternatively, an action (delegate) can be passed in, so the resulting position/rotation can be modified if needed. More...
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abstract Vector3 | ComputePenetrationVector (ref Vector3 position, ref Quaternion rotation, PenetrationDelegate Action) |
| Calcules the amount of penetration between this body and nearby neighbors. Alternatively, an action (delegate) can be passed in, so the resulting position/rotation can be modified if needed. More...
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abstract int | OverlapBody (Vector3 position, Quaternion rotation) |
| Performs an overlap check using the body shape. The filter used in this case corresponds to the internal one from the PhysicsBody2D/3D class. If a custom filter is required, 2D/3D implementations must be used instead. More...
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abstract int | InternalOverlapBody (Vector3 position, Quaternion rotation, Collider[] unfilteredResults, List< Collider > filteredResults, OverlapFilterDelegate3D filter) |
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bool | InternalHitFilter (RaycastHit raycastHit) |
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bool | InternalOverlapFilter (Collider collider) |
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int | FilterValidOverlaps (int hits, Collider[] unfilteredOverlaps, List< Collider > filteredOverlaps, OverlapFilterDelegate3D Filter) |
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override void | Awake () |
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override void | OnEnable () |
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override void | OnDisable () |
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abstract void | OnEnable () |
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abstract void | OnDisable () |
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virtual void | Awake () |
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RaycastHit[] | UnfilteredHits = new RaycastHit[20] [get, protected set] |
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List< RaycastHit > | FilteredHits = new List<RaycastHit>(10) [get, protected set] |
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Collider[] | UnfilteredOverlaps = new Collider[20] [get, protected set] |
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List< Collider > | FilteredOverlaps = new List<Collider>(10) [get, protected set] |
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PhysicMaterial | Material [get, set] |
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abstract Vector3 | Size [get, set] |
| The size of the collider.
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abstract Vector3 | Offset [get, set] |
| The distance between the center of the collider and the position of the object.
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abstract Vector3 | BoundsSize [get] |
| The collider bounding volume.
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Vector3 | Center [get] |
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static ColliderComponent | CreateInstance (GameObject gameObject, bool includeChildren=true) |
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An implementation of a ColliderComponent for 3D colliders.
◆ Awake()
override void Lightbug.Utilities.ColliderComponent3D.Awake |
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inlineprotectedvirtual |
◆ ComputePenetration()
override bool Lightbug.Utilities.ColliderComponent3D.ComputePenetration |
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ref Vector3 |
position, |
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ref Quaternion |
rotation, |
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PenetrationDelegate |
Action |
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) |
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inlinevirtual |
Calcules the amount of penetration between this body and nearby neighbors. Alternatively, an action (delegate) can be passed in, so the resulting position/rotation can be modified if needed.
- Parameters
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position | The position reference. |
rotation | The rotation reference. |
Action | This delegate will be called after the penetration value is calculated. |
- Returns
- True if there was any valid overlap.
Implements Lightbug.Utilities.ColliderComponent.
◆ ComputePenetrationVector()
override Vector3 Lightbug.Utilities.ColliderComponent3D.ComputePenetrationVector |
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ref Vector3 |
position, |
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ref Quaternion |
rotation, |
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PenetrationDelegate |
Action |
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) |
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inlinevirtual |
Calcules the amount of penetration between this body and nearby neighbors. Alternatively, an action (delegate) can be passed in, so the resulting position/rotation can be modified if needed.
- Parameters
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position | The position reference. |
rotation | The rotation reference. |
Action | This delegate will be called after the penetration value is calculated. |
- Returns
- The penetration vector.
Implements Lightbug.Utilities.ColliderComponent.
◆ OnDisable()
override void Lightbug.Utilities.ColliderComponent3D.OnDisable |
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inlineprotectedvirtual |
◆ OnEnable()
override void Lightbug.Utilities.ColliderComponent3D.OnEnable |
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inlineprotectedvirtual |
◆ OverlapBody()
sealed override int Lightbug.Utilities.ColliderComponent3D.OverlapBody |
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Vector3 |
position, |
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Quaternion |
rotation |
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) |
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inlinevirtual |
Performs an overlap check using the body shape. The filter used in this case corresponds to the internal one from the PhysicsBody2D/3D class. If a custom filter is required, 2D/3D implementations must be used instead.
Implements Lightbug.Utilities.ColliderComponent.
The documentation for this class was generated from the following file:
- C:/Unity/Projects/CCP v1/Assets/Character Controller Pro/Main/Utilities/Scripts/ColliderComponent3D.cs