struct PhysicsTraceBuilder

in global :: Sandbox

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public PhysicsTraceBuilder Sphere( float radius, ref Vector3 from, ref Vector3 to )

Casts a sphere from point A to point B.

public PhysicsTraceBuilder Sphere( float radius, ref Ray ray, ref float distance )

Casts a sphere from a given position and direction, up to a given distance.

public PhysicsTraceBuilder Box( Vector3 extents, ref Vector3 from, ref Vector3 to )

Casts a box from point A to point B.

public PhysicsTraceBuilder Box( Vector3 extents, ref Ray ray, ref float distance )

Casts a box from a given position and direction, up to a given distance.

public PhysicsTraceBuilder Box( BBox bbox, ref Vector3 from, ref Vector3 to )

Casts a box from point A to point B.

public PhysicsTraceBuilder Box( BBox bbox, ref Ray ray, ref float distance )

Casts a box from a given position and direction, up to a given distance.

public PhysicsTraceBuilder Capsule( Capsule capsule )

Casts a capsule

public PhysicsTraceBuilder Capsule( Capsule capsule, ref Vector3 from, ref Vector3 to )

Casts a capsule from point A to point B.

public PhysicsTraceBuilder Capsule( Capsule capsule, ref Ray ray, ref float distance )

Casts a capsule from a given position and direction, up to a given distance.

public PhysicsTraceBuilder Cylinder( float height, float radius )

Casts a cylinder

public PhysicsTraceBuilder Cylinder( float height, float radius, ref Vector3 from, ref Vector3 to )

Casts a cylinder from point A to point B.

public PhysicsTraceBuilder Cylinder( float height, float radius, ref Ray ray, ref float distance )

Casts a cylinder from a given position and direction, up to a given distance.

public PhysicsTraceBuilder Ray( ref Vector3 from, ref Vector3 to )

Casts a ray from point A to point B.

public PhysicsTraceBuilder Ray( ref Ray ray, ref float distance )

Casts a ray from a given position and direction, up to a given distance.

public PhysicsTraceBuilder Body( PhysicsBody body, ref Vector3 to )

Casts a PhysicsBody from its current position and rotation to desired end point.

public PhysicsTraceBuilder Body( PhysicsBody body, ref Transform from, ref Vector3 to )

Casts a PhysicsBody from a position and rotation to desired end point.

public PhysicsTraceBuilder Sweep( ref PhysicsBody body, ref Transform from, ref Transform to )

Sweeps each PhysicsShape of given PhysicsBody and returns the closest collision. Does not support Mesh PhysicsShapes. Basically 'hull traces' but with physics shapes. Same as tracing a body but allows rotation to change during the sweep.

public PhysicsTraceBuilder Sweep( ref PhysicsBody body, ref Transform to )

Creates a Trace.Sweep using the PhysicsBody's position as the starting position.

public PhysicsTraceBuilder FromTo( ref Vector3 from, ref Vector3 to )

Sets the start and end positions of the trace request

public PhysicsTraceBuilder FromTo( ref Transform from, ref Vector3 to )

Sets the start transform and end position of the trace request

public PhysicsTraceBuilder Rotated( ref Rotation rotation )

Sets the start rotation of the trace request

public PhysicsTraceBuilder UseHitPosition( bool enabled = True )

Compute hit position.

public PhysicsTraceBuilder Size( ref BBox hull )

Makes this trace an axis aligned box of given size. Extracts mins and maxs from the Bounding Box.

public PhysicsTraceBuilder Size( ref Vector3 size )

Makes this trace an axis aligned box of given size. Calculates mins and maxs by assuming given size is (maxs-mins) and the center is in the middle.

public PhysicsTraceBuilder Size( ref Vector3 mins, ref Vector3 maxs )

Makes this trace an axis aligned box of given size.

public PhysicsTraceBuilder Radius( float radius )

Makes this trace a sphere of given radius.

public PhysicsTraceBuilder WithTag( StringToken ident )

Only return entities with this tag. Subsequent calls to this will add multiple requirements and they'll all have to be met (ie, the entity will need all tags).

public PhysicsTraceBuilder WithAllTags( string[] tags )

Only return with all of these tags

public PhysicsTraceBuilder WithAllTags( ITagSet tags )

Only return with all of these tags

public PhysicsTraceBuilder WithAnyTags( string[] tags )

Only return entities with any of these tags

public PhysicsTraceBuilder WithAnyTags( ITagSet tags )

Only return with any of these tags

public PhysicsTraceBuilder WithoutTag( string tag )

Only return with any of these tags

public PhysicsTraceBuilder WithoutTags( string[] tags )

Only return without any of these tags

public PhysicsTraceBuilder WithoutTags( ITagSet tags )

Only return without any of these tags

public PhysicsTraceBuilder WithCollisionRules( string tag, bool asTrigger = False )

Use the collision rules of the given tag.

  • tag Which tag this trace will adopt the collision rules of.
  • asTrigger If true, trace against triggers only. Otherwise, trace for collisions (default).

public bool Equals( object obj )

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public int GetHashCode( )

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public PhysicsTraceBuilder WithCollisionRules( IEnumerable<string> tags, bool asTrigger = False )

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public Type GetType( )

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public PhysicsTraceResult RunAgainstSphere( ref Sphere sphere, ref Transform transform )

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public PhysicsTraceResult RunAgainstCapsule( ref Capsule capsule, ref Transform transform )

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public PhysicsTraceResult[] RunAll( )

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public PhysicsTraceResult Run( )

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public PhysicsTraceBuilder IgnoreKeyframed( )

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public string ToString( )

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public PhysicsTraceBuilder IgnoreStatic( )

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public PhysicsTraceBuilder HitTriggersOnly( )

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public PhysicsTraceBuilder HitTriggers( )

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public PhysicsTraceResult RunAgainstBBox( ref BBox box, ref Transform transform )

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public PhysicsTraceBuilder IgnoreDynamic( )

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