PhysicsWorld.ShapeCastAllShapes Method
Definition¶
Namespace: Brine2D.Physics
| Overloads | |
|---|---|
| ShapeCastAllShapes(Vector2, float, float, float, Vector2, float, List<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps an oriented box along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing. |
| ShapeCastAllShapes(Vector2, float, float, float, Vector2, float, Span<ShapeCastHit>, bool, Nullable<PhysicsQueryFilter>) | Sweeps an oriented box along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. |
| ShapeCastAllShapes(Vector2, float, float, float, Vector2, float, Span<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps an oriented box along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. |
| ShapeCastAllShapes(Vector2, float, Vector2, float, List<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a circle along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing. |
| ShapeCastAllShapes(Vector2, float, Vector2, float, Span<ShapeCastHit>, bool, Nullable<PhysicsQueryFilter>) | Sweeps a circle along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. |
| ShapeCastAllShapes(Vector2, float, Vector2, float, Span<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a circle along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. |
| ShapeCastAllShapes(Vector2, Vector2, float, Vector2, float, List<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a capsule along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing. |
| ShapeCastAllShapes(Vector2, Vector2, float, Vector2, float, Span<ShapeCastHit>, bool, Nullable<PhysicsQueryFilter>) | Sweeps a capsule along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. |
| ShapeCastAllShapes(Vector2, Vector2, float, Vector2, float, Span<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a capsule along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. |
| ShapeCastAllShapes(ReadOnlySpan<Vector2>, Vector2, float, List<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a convex polygon along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing. |
| ShapeCastAllShapes(ReadOnlySpan<Vector2>, Vector2, float, Span<ShapeCastHit>, bool, Nullable<PhysicsQueryFilter>) | Sweeps a convex polygon along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. Vertices are in world space at the start of the sweep (3–8 vertices). |
| ShapeCastAllShapes(ReadOnlySpan<Vector2>, Vector2, float, Span<ShapeCastHit>, Nullable<PhysicsQueryFilter>) | Sweeps a convex polygon along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. Vertices are in world space at the start of the sweep (3–8 vertices). |
PhysicsWorld.ShapeCastAllShapes(Vector2, float, float, float, Vector2, float, List\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps an oriented box along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing.
public void ShapeCastAllShapes(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.ShapeCastAllShapes(Vector2, float, float, float, Vector2, float, Span\<ShapeCastHit>, bool, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps an oriented box along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once.
public int ShapeCastAllShapes(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 results buffer was too small to hold all hits.
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.ShapeCastAllShapes(Vector2, float, float, float, Vector2, float, Span\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps an oriented box along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once.
public int ShapeCastAllShapes(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.ShapeCastAllShapes(Vector2, float, Vector2, float, List\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a circle along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing.
public void ShapeCastAllShapes(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.ShapeCastAllShapes(Vector2, float, Vector2, float, Span\<ShapeCastHit>, bool, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a circle along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once.
public int ShapeCastAllShapes(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 results buffer was too small to hold all hits.
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.ShapeCastAllShapes(Vector2, float, Vector2, float, Span\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a circle along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once.
public int ShapeCastAllShapes(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.
PhysicsWorld.ShapeCastAllShapes(Vector2, Vector2, float, Vector2, float, List\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a capsule along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing.
public void ShapeCastAllShapes(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.ShapeCastAllShapes(Vector2, Vector2, float, Vector2, float, Span\<ShapeCastHit>, bool, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a capsule along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once.
public int ShapeCastAllShapes(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 results buffer was too small to hold all hits.
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.ShapeCastAllShapes(Vector2, Vector2, float, Vector2, float, Span\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a capsule along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once.
public int ShapeCastAllShapes(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.ShapeCastAllShapes(ReadOnlySpan\<Vector2>, Vector2, float, List\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a convex polygon along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Retries with a larger internal buffer if needed — guaranteed to return every hit. Clears results before writing.
public void ShapeCastAllShapes(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.ShapeCastAllShapes(ReadOnlySpan\<Vector2>, Vector2, float, Span\<ShapeCastHit>, bool, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a convex polygon along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. Vertices are in world space at the start of the sweep (3–8 vertices).
public int ShapeCastAllShapes(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 results buffer was too small to hold all hits.
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.ShapeCastAllShapes(ReadOnlySpan\<Vector2>, Vector2, float, Span\<ShapeCastHit>, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a convex polygon along a direction and returns all shape hits (not deduplicated, sorted nearest-first) into results. Compound bodies may appear more than once. Vertices are in world space at the start of the sweep (3–8 vertices).
public int ShapeCastAllShapes(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.