private static object _OverlapCircle(FPVector2 point, FP radius, Physics2D.BodySpecialSensor sensorType, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) { return(OverlapGeneric(new Physics2D.CircleShape(radius, 1), point, sensorType, layerMask)); }
/** * @brief Returns all {@link TSCollider2D} within a circular area. Returns null if there is none. * * @param point Center of the circle in world space. * @param radius Radius of the circle. * @param layerMask Unity's layer mask to filter objects. **/ public static FPCollider2D[] OverlapCircleAll(FPVector2 point, FP radius, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) { return((FPCollider2D[])_OverlapCircle(point, radius, Physics2D.BodySpecialSensor.ActiveAll, layerMask)); }
/** * @brief Cast a circle and returns an array {@link TSRaycastHit2D} with information about all {@link TSCollider2D} found. Returns null if there is none. * * @param origin Origin of the circle in world space. * @param radius Radius of the circle. * @param direction Direction {@link FPVector2} of the cast. * @param distance Max distance to reach. * @param layerMask Unity's layer mask to filter objects. **/ public static FPRaycastHit2D[] CircleCastAll(FPVector2 origin, FP radius, FPVector2 direction, FP distance, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) { return((FPRaycastHit2D[])_CircleCast(origin, radius, direction, distance, Physics2D.BodySpecialSensor.ActiveAll, layerMask)); }
public static FPRaycastHit2D[] RaycastAll(FPVector2 origin, FPVector2 direction, FP distance) { return(Physics2DWorldManager.instance.RaycastAll(origin, direction, distance)); }
/** * @brief Returns the first {@link TSCollider2D} within a box area. Returns null if there is none. * * @param point Center of the box in world space. * @param size Size of the box. * @param angle Rotation angle in degrees of the box. * @param layerMask Unity's layer mask to filter objects. **/ public static FPCollider2D OverlapBox(FPVector2 point, FPVector2 size, FP angle, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) { return((FPCollider2D)_OverlapBox(point, size, angle, Physics2D.BodySpecialSensor.ActiveOnce, layerMask)); }
/** * @brief Returns all {@link TSCollider2D} within a capsule area. Returns null if there is none. * * @param point Center of the capsule in world space. * @param size Size of the capsule. * @param direction If it is a vertical or horizontal capsule. * @param angle Rotation angle in degrees of the capsule. * @param layerMask Unity's layer mask to filter objects. **/ public static FPCollider2D[] OverlapCapsuleAll(FPVector2 point, FPVector2 size, TSCapsuleDirection2D direction, FP angle, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) { return((FPCollider2D[])_OverlapCapsule(point, size, direction, angle, Physics2D.BodySpecialSensor.ActiveAll, layerMask)); }
/** * @brief Returns all {@link TSCollider2D} within a rectangular area. Returns null if there is none. * * @param pointA Top-left corner of the rectangle. * @param radius Bottom-right corner of the rectangle. * @param layerMask Unity's layer mask to filter objects. **/ public static FPCollider2D[] OverlapAreaAll(FPVector2 pointA, FPVector2 pointB, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) { return((FPCollider2D[])_OverlapArea(pointA, pointB, Physics2D.BodySpecialSensor.ActiveAll, layerMask)); }
/** * @brief Returns the first {@link TSCollider2D} within a small circular area. Returns null if there is none. * * @param point Center of the point in world space. * @param layerMask Unity's layer mask to filter objects. **/ public static FPCollider2D OverlapPoint(FPVector2 point, int layerMask = UnityEngine.Physics.DefaultRaycastLayers) { return((FPCollider2D)_OverlapCircle(point, POINT_RADIUS, Physics2D.BodySpecialSensor.ActiveOnce, layerMask)); }
/** * @brief Instantiates a new prefab in a deterministic way. * * @param prefab GameObject's prefab to instantiate. * @param position Position to place the new GameObject. * @param rotation Rotation to set in the new GameObject. **/ public static GameObject SyncedInstantiate(GameObject prefab, FPVector2 position, FPQuaternion rotation) { return(SyncedInstantiate(prefab, new FPVector(position.x, position.y, 0), rotation)); }
/** * @brief Adds a new FPVector2 value. **/ internal void AddFPVector2(byte key, FPVector2 value) { this.FPVectorTable2[key] = value; }
/** * @brief Moves the body to a new position. **/ public void MovePosition(FPVector2 position) { this.position = position; }
/** * @brief Simulates the provided tourque in the body. * * @param torque A {@link FPVector2} representing the torque to be applied. **/ public void AddTorque(FPVector2 torque) { tsCollider.Body.TSApplyTorque(torque); }
/** * @brief Returns the velocity of the body at some position in world space. **/ public FPVector2 GetPointVelocity(FPVector2 worldPoint) { FPVector directionPoint = (position - tsCollider.Body.TSPosition).ToFPVector(); return(FPVector.Cross(new FPVector(0, 0, tsCollider.Body.TSAngularVelocity), directionPoint).ToFPVector2() + tsCollider.Body.TSLinearVelocity); }
/** * @brief Applies the provided force in the body. * * @param force A {@link FPVector2} representing the force to be applied. * @param position Indicates the location where the force should hit. **/ public void AddForceAtPosition(FPVector2 force, FPVector2 position) { AddForceAtPosition(force, position, ForceMode.Impulse); }
/** * @brief Applies the provided force in the body. * * @param force A {@link FPVector2} representing the force to be applied. **/ public void AddForce(FPVector2 force) { AddForce(force, ForceMode.Force); }