PhysicsWorld.ShapeCastAll Method
Definition¶
Namespace: Brine2D.Physics
| Overloads | |
|---|---|
| ShapeCastAll(Vector2, float, float, float, Vector2, float, List<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps an oriented box along a direction and returns all hits (deduplicated by body, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing. |
| ShapeCastAll(Vector2, float, float, float, Vector2, float, Span<ShapeCastHit>, bool, Nullable<PhysicsQueryFilter>) | Sweeps an oriented box along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). |
| ShapeCastAll(Vector2, float, float, float, Vector2, float, Span<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps an oriented box along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). |
| ShapeCastAll(Vector2, float, Vector2, float, List<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a circle along a direction and returns all hits (deduplicated by body, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing. |
| ShapeCastAll(Vector2, float, Vector2, float, Span<ShapeCastHit>, bool, Nullable<PhysicsQueryFilter>) | Sweeps a circle along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). |
| ShapeCastAll(Vector2, float, Vector2, float, Span<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a circle along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). |
| ShapeCastAll(Vector2, Vector2, float, Vector2, float, List<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a capsule along a direction and returns all hits (deduplicated by body, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing. |
| ShapeCastAll(Vector2, Vector2, float, Vector2, float, Span<ShapeCastHit>, bool, Nullable<PhysicsQueryFilter>) | Sweeps a capsule along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). |
| ShapeCastAll(Vector2, Vector2, float, Vector2, float, Span<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a capsule along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). |
| ShapeCastAll(ReadOnlySpan<Vector2>, Vector2, float, List<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a convex polygon along a direction and returns all hits (deduplicated by body, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing. |
| ShapeCastAll(ReadOnlySpan<Vector2>, Vector2, float, Span<ShapeCastHit>, bool, Nullable<PhysicsQueryFilter>) | Sweeps a convex polygon along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). Vertices are in world space at the start of the sweep. |
| ShapeCastAll(ReadOnlySpan<Vector2>, Vector2, float, Span<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a convex polygon along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). Vertices are in world space at the start of the sweep. |
PhysicsWorld.ShapeCastAll(Vector2, float, float, float, Vector2, float, List\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps an oriented box along a direction and returns all hits (deduplicated by body, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing.
public void ShapeCastAll(System.Numerics.Vector2 origin, float halfWidth, float halfHeight, float angle, System.Numerics.Vector2 direction, float maxDistance, System.Collections.Generic.List<Brine2D.Physics.ShapeCastHit> results, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
origin System.Numerics.Vector2
halfWidth System.Single
halfHeight System.Single
angle System.Single
direction System.Numerics.Vector2
maxDistance System.Single
results System.Collections.Generic.List<ShapeCastHit>
filter System.Nullable<PhysicsQueryFilter>
PhysicsWorld.ShapeCastAll(Vector2, float, float, float, Vector2, float, Span\<ShapeCastHit>, bool, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps an oriented box along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins).
public int ShapeCastAll(System.Numerics.Vector2 origin, float halfWidth, float halfHeight, float angle, System.Numerics.Vector2 direction, float maxDistance, System.Span<Brine2D.Physics.ShapeCastHit> results, out bool wasTruncated, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
origin System.Numerics.Vector2
Center of the box at the start of the sweep in pixel coordinates.
halfWidth System.Single
Half-width of the box in pixels.
halfHeight System.Single
Half-height of the box in pixels.
angle System.Single
Rotation of the box in radians.
direction System.Numerics.Vector2
Sweep direction (does not need to be normalized). Must be non-zero.
maxDistance System.Single
Maximum sweep distance in pixels.
results System.Span<ShapeCastHit>
Buffer to receive hits, sorted nearest-first.
wasTruncated System.Boolean
Set to true when the internal buffer was too small.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
System.Int32
Number of hits written to results.
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
PhysicsWorld.ShapeCastAll(Vector2, float, float, float, Vector2, float, Span\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps an oriented box along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins).
public int ShapeCastAll(System.Numerics.Vector2 origin, float halfWidth, float halfHeight, float angle, System.Numerics.Vector2 direction, float maxDistance, System.Span<Brine2D.Physics.ShapeCastHit> results, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
origin System.Numerics.Vector2
Center of the box at the start of the sweep in pixel coordinates.
halfWidth System.Single
Half-width of the box in pixels.
halfHeight System.Single
Half-height of the box in pixels.
angle System.Single
Rotation of the box in radians.
direction System.Numerics.Vector2
Sweep direction (does not need to be normalized). Must be non-zero.
maxDistance System.Single
Maximum sweep distance in pixels.
results System.Span<ShapeCastHit>
Buffer to receive hits, sorted nearest-first.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
System.Int32
Number of hits written to results.
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
PhysicsWorld.ShapeCastAll(Vector2, float, Vector2, float, List\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a circle along a direction and returns all hits (deduplicated by body, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing.
public void ShapeCastAll(System.Numerics.Vector2 origin, float radius, System.Numerics.Vector2 direction, float maxDistance, System.Collections.Generic.List<Brine2D.Physics.ShapeCastHit> results, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
origin System.Numerics.Vector2
radius System.Single
direction System.Numerics.Vector2
maxDistance System.Single
results System.Collections.Generic.List<ShapeCastHit>
filter System.Nullable<PhysicsQueryFilter>
PhysicsWorld.ShapeCastAll(Vector2, float, Vector2, float, Span\<ShapeCastHit>, bool, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a circle along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins).
public int ShapeCastAll(System.Numerics.Vector2 origin, float radius, System.Numerics.Vector2 direction, float maxDistance, System.Span<Brine2D.Physics.ShapeCastHit> results, out bool wasTruncated, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
origin System.Numerics.Vector2
Center of the circle at the start of the sweep in pixel coordinates.
radius System.Single
Circle radius in pixels.
direction System.Numerics.Vector2
Sweep direction (does not need to be normalized). Must be non-zero.
maxDistance System.Single
Maximum sweep distance in pixels.
results System.Span<ShapeCastHit>
Buffer to receive hits, sorted nearest-first.
wasTruncated System.Boolean
Set to true when the internal buffer was too small.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
System.Int32
Number of hits written to results.
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
Remarks¶
The internal collection buffer is sized to results.Length * 8. If more shapes than
that are hit, collection stops early and wasTruncated is set to
true. Provide a larger buffer to increase capacity.
PhysicsWorld.ShapeCastAll(Vector2, float, Vector2, float, Span\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a circle along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins).
public int ShapeCastAll(System.Numerics.Vector2 origin, float radius, System.Numerics.Vector2 direction, float maxDistance, System.Span<Brine2D.Physics.ShapeCastHit> results, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
origin System.Numerics.Vector2
Center of the circle at the start of the sweep in pixel coordinates.
radius System.Single
Circle radius in pixels.
direction System.Numerics.Vector2
Sweep direction (does not need to be normalized). Must be non-zero.
maxDistance System.Single
Maximum sweep distance in pixels.
results System.Span<ShapeCastHit>
Buffer to receive hits, sorted nearest-first.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
System.Int32
Number of hits written to results.
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
Remarks¶
The internal collection buffer is sized to results.Length * 8. If more shapes than
that are hit, collection stops early and wasTruncated is set to
true. Provide a larger buffer to increase capacity.
PhysicsWorld.ShapeCastAll(Vector2, Vector2, float, Vector2, float, List\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a capsule along a direction and returns all hits (deduplicated by body, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing.
public void ShapeCastAll(System.Numerics.Vector2 center1, System.Numerics.Vector2 center2, float radius, System.Numerics.Vector2 direction, float maxDistance, System.Collections.Generic.List<Brine2D.Physics.ShapeCastHit> results, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
center1 System.Numerics.Vector2
center2 System.Numerics.Vector2
radius System.Single
direction System.Numerics.Vector2
maxDistance System.Single
results System.Collections.Generic.List<ShapeCastHit>
filter System.Nullable<PhysicsQueryFilter>
PhysicsWorld.ShapeCastAll(Vector2, Vector2, float, Vector2, float, Span\<ShapeCastHit>, bool, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a capsule along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins).
public int ShapeCastAll(System.Numerics.Vector2 center1, System.Numerics.Vector2 center2, float radius, System.Numerics.Vector2 direction, float maxDistance, System.Span<Brine2D.Physics.ShapeCastHit> results, out bool wasTruncated, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
center1 System.Numerics.Vector2
First capsule center point at the start of the sweep in pixel coordinates.
center2 System.Numerics.Vector2
Second capsule center point at the start of the sweep in pixel coordinates.
radius System.Single
Capsule radius in pixels.
direction System.Numerics.Vector2
Sweep direction (does not need to be normalized). Must be non-zero.
maxDistance System.Single
Maximum sweep distance in pixels.
results System.Span<ShapeCastHit>
Buffer to receive hits, sorted nearest-first.
wasTruncated System.Boolean
Set to true when the internal buffer was too small.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
System.Int32
Number of hits written to results.
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
PhysicsWorld.ShapeCastAll(Vector2, Vector2, float, Vector2, float, Span\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a capsule along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins).
public int ShapeCastAll(System.Numerics.Vector2 center1, System.Numerics.Vector2 center2, float radius, System.Numerics.Vector2 direction, float maxDistance, System.Span<Brine2D.Physics.ShapeCastHit> results, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
center1 System.Numerics.Vector2
First capsule center point at the start of the sweep in pixel coordinates.
center2 System.Numerics.Vector2
Second capsule center point at the start of the sweep in pixel coordinates.
radius System.Single
Capsule radius in pixels.
direction System.Numerics.Vector2
Sweep direction (does not need to be normalized). Must be non-zero.
maxDistance System.Single
Maximum sweep distance in pixels.
results System.Span<ShapeCastHit>
Buffer to receive hits, sorted nearest-first.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
System.Int32
Number of hits written to results.
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
PhysicsWorld.ShapeCastAll(ReadOnlySpan\<Vector2>, Vector2, float, List\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a convex polygon along a direction and returns all hits (deduplicated by body, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing.
public void ShapeCastAll(System.ReadOnlySpan<System.Numerics.Vector2> vertices, System.Numerics.Vector2 direction, float maxDistance, System.Collections.Generic.List<Brine2D.Physics.ShapeCastHit> results, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
vertices System.ReadOnlySpan<System.Numerics.Vector2>
direction System.Numerics.Vector2
maxDistance System.Single
results System.Collections.Generic.List<ShapeCastHit>
filter System.Nullable<PhysicsQueryFilter>
PhysicsWorld.ShapeCastAll(ReadOnlySpan\<Vector2>, Vector2, float, Span\<ShapeCastHit>, bool, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a convex polygon along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). Vertices are in world space at the start of the sweep.
public int ShapeCastAll(System.ReadOnlySpan<System.Numerics.Vector2> vertices, System.Numerics.Vector2 direction, float maxDistance, System.Span<Brine2D.Physics.ShapeCastHit> results, out bool wasTruncated, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
vertices System.ReadOnlySpan<System.Numerics.Vector2>
Convex polygon vertices in world space (3–8 vertices).
direction System.Numerics.Vector2
Sweep direction (does not need to be normalized). Must be non-zero.
maxDistance System.Single
Maximum sweep distance in pixels.
results System.Span<ShapeCastHit>
Buffer to receive hits, sorted nearest-first.
wasTruncated System.Boolean
Set to true when the internal buffer was too small.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
System.Int32
Number of hits written to results.
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
PhysicsWorld.ShapeCastAll(ReadOnlySpan\<Vector2>, Vector2, float, Span\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a convex polygon along a direction and returns all hits sorted by distance, deduplicated by body (one hit per body, nearest shape wins). Vertices are in world space at the start of the sweep.
public int ShapeCastAll(System.ReadOnlySpan<System.Numerics.Vector2> vertices, System.Numerics.Vector2 direction, float maxDistance, System.Span<Brine2D.Physics.ShapeCastHit> results, System.Nullable<Brine2D.Physics.PhysicsQueryFilter> filter=null);
Parameters¶
vertices System.ReadOnlySpan<System.Numerics.Vector2>
Convex polygon vertices in world space (3–8 vertices).
direction System.Numerics.Vector2
Sweep direction (does not need to be normalized). Must be non-zero.
maxDistance System.Single
Maximum sweep distance in pixels.
results System.Span<ShapeCastHit>
Buffer to receive hits, sorted nearest-first.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
System.Int32
Number of hits written to results.
Exceptions¶
System.ArgumentException
Thrown when direction is zero.