PhysicsWorld.ShapeCastClosest Method
Definition¶
Namespace: Brine2D.Physics
| Overloads | |
|---|---|
| ShapeCastClosest(Vector2, float, float, float, Vector2, float, Nullable<PhysicsQueryFilter>) | Sweeps an oriented box along a direction and returns the closest hit. |
| ShapeCastClosest(Vector2, float, Vector2, float, Nullable<PhysicsQueryFilter>) | Sweeps a circle along a direction and returns the closest hit. |
| ShapeCastClosest(Vector2, Vector2, float, Vector2, float, Nullable<PhysicsQueryFilter>) | Sweeps a capsule along a direction and returns the closest hit. |
| ShapeCastClosest(ReadOnlySpan<Vector2>, Vector2, float, Nullable<PhysicsQueryFilter>) | Sweeps a convex polygon along a direction and returns the closest hit. Vertices are in world space at the start of the sweep. |
PhysicsWorld.ShapeCastClosest(Vector2, float, float, float, Vector2, float, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps an oriented box along a direction and returns the closest hit.
public System.Nullable<Brine2D.Physics.ShapeCastHit> ShapeCastClosest(System.Numerics.Vector2 origin, float halfWidth, float halfHeight, float angle, System.Numerics.Vector2 direction, float maxDistance, 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.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
Remarks¶
When ExcludeSensors is true, this method collects all
hits via callback and returns the nearest non-sensor, which is more expensive than the default
single-closest path. Prefer leaving ExcludeSensors unset and filtering results manually
in performance-critical code.
PhysicsWorld.ShapeCastClosest(Vector2, float, Vector2, float, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a circle along a direction and returns the closest hit.
public System.Nullable<Brine2D.Physics.ShapeCastHit> ShapeCastClosest(System.Numerics.Vector2 origin, float radius, System.Numerics.Vector2 direction, float maxDistance, 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.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
PhysicsWorld.ShapeCastClosest(Vector2, Vector2, float, Vector2, float, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a capsule along a direction and returns the closest hit.
public System.Nullable<Brine2D.Physics.ShapeCastHit> ShapeCastClosest(System.Numerics.Vector2 center1, System.Numerics.Vector2 center2, float radius, System.Numerics.Vector2 direction, float maxDistance, 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. Must be greater than zero.
direction System.Numerics.Vector2
Sweep direction (does not need to be normalized). Must be non-zero.
maxDistance System.Single
Maximum sweep distance in pixels.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
Remarks¶
When ExcludeSensors is true, this method collects all
hits via callback and returns the nearest non-sensor, which is more expensive than the default
single-closest path. Prefer leaving ExcludeSensors unset and filtering results manually
in performance-critical code.
PhysicsWorld.ShapeCastClosest(ReadOnlySpan\<Vector2>, Vector2, float, Nullable\<PhysicsQueryFilter>) Method¶
Sweeps a convex polygon along a direction and returns the closest hit. Vertices are in world space at the start of the sweep.
public System.Nullable<Brine2D.Physics.ShapeCastHit> ShapeCastClosest(System.ReadOnlySpan<System.Numerics.Vector2> vertices, System.Numerics.Vector2 direction, float maxDistance, 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.
filter System.Nullable<PhysicsQueryFilter>
Optional query filter.
Returns¶
Exceptions¶
System.ArgumentException
Thrown when direction is zero.
Remarks¶
When ExcludeSensors is true, this method collects all
hits via callback and returns the nearest non-sensor, which is more expensive than the default
single-closest path. Prefer leaving ExcludeSensors unset and filtering results manually
in performance-critical code.