using System;
using System.Runtime.CompilerServices;
using UnityEngine.Internal;
namespace UnityEngine
{
public class Physics
{
//
// Static Fields
//
public const int IgnoreRaycastLayer = 4;
public const int DefaultRaycastLayers = -5;
public const int AllLayers = -1;
public const int kIgnoreRaycastLayer = 4;
public const int kDefaultRaycastLayers = -5;
public const int kAllLayers = -1;
//
// Static Properties
//
public static extern float bounceThreshold
{
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
get;
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
set;
}
[Obsolete ("Please use bounceThreshold instead.")]
public static float bounceTreshold
{
get
{
return Physics.bounceThreshold;
}
set
{
Physics.bounceThreshold = value;
}
}
public static Vector3 gravity
{
get
{
Vector3 result;
Physics.INTERNAL_get_gravity (out result);
return result;
}
set
{
Physics.INTERNAL_set_gravity (ref value);
}
}
public static extern float maxAngularVelocity
{
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
get;
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
set;
}
public static extern float minPenetrationForPenalty
{
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
get;
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
set;
}
[Obsolete ("penetrationPenaltyForce has no effect.")]
public static extern float penetrationPenaltyForce
{
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
get;
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
set;
}
public static extern float sleepAngularVelocity
{
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
get;
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
set;
}
public static extern float sleepVelocity
{
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
get;
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
set;
}
public static extern int solverIterationCount
{
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
get;
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
set;
}
//
// Static Methods
//
[ExcludeFromDocs]
public static bool CapsuleCast (Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, float distance)
{
int layerMask = -5;
return Physics.CapsuleCast (point1, point2, radius, direction, out hitInfo, distance, layerMask);
}
[ExcludeFromDocs]
public static bool CapsuleCast (Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.CapsuleCast (point1, point2, radius, direction, out hitInfo, distance, layerMask);
}
public static bool CapsuleCast (Vector3 point1, Vector3 point2, float radius, Vector3 direction, out RaycastHit hitInfo, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.Internal_CapsuleCast (point1, point2, radius, direction, out hitInfo, distance, layerMask);
}
public static bool CapsuleCast (Vector3 point1, Vector3 point2, float radius, Vector3 direction, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
RaycastHit raycastHit;
return Physics.Internal_CapsuleCast (point1, point2, radius, direction, out raycastHit, distance, layerMask);
}
[ExcludeFromDocs]
public static bool CapsuleCast (Vector3 point1, Vector3 point2, float radius, Vector3 direction, float distance)
{
int layerMask = -5;
return Physics.CapsuleCast (point1, point2, radius, direction, distance, layerMask);
}
[ExcludeFromDocs]
public static bool CapsuleCast (Vector3 point1, Vector3 point2, float radius, Vector3 direction)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.CapsuleCast (point1, point2, radius, direction, distance, layerMask);
}
[ExcludeFromDocs]
public static RaycastHit[] CapsuleCastAll (Vector3 point1, Vector3 point2, float radius, Vector3 direction)
{
int layermask = -5;
float distance = float.PositiveInfinity;
return Physics.INTERNAL_CALL_CapsuleCastAll (ref point1, ref point2, radius, ref direction, distance, layermask);
}
[ExcludeFromDocs]
public static RaycastHit[] CapsuleCastAll (Vector3 point1, Vector3 point2, float radius, Vector3 direction, float distance)
{
int layermask = -5;
return Physics.INTERNAL_CALL_CapsuleCastAll (ref point1, ref point2, radius, ref direction, distance, layermask);
}
public static RaycastHit[] CapsuleCastAll (Vector3 point1, Vector3 point2, float radius, Vector3 direction, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layermask)
{
return Physics.INTERNAL_CALL_CapsuleCastAll (ref point1, ref point2, radius, ref direction, distance, layermask);
}
public static bool CheckCapsule (Vector3 start, Vector3 end, float radius, [DefaultValue ("DefaultRaycastLayers")] int layermask)
{
return Physics.INTERNAL_CALL_CheckCapsule (ref start, ref end, radius, layermask);
}
[ExcludeFromDocs]
public static bool CheckCapsule (Vector3 start, Vector3 end, float radius)
{
int layermask = -5;
return Physics.INTERNAL_CALL_CheckCapsule (ref start, ref end, radius, layermask);
}
public static bool CheckSphere (Vector3 position, float radius, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.INTERNAL_CALL_CheckSphere (ref position, radius, layerMask);
}
[ExcludeFromDocs]
public static bool CheckSphere (Vector3 position, float radius)
{
int layerMask = -5;
return Physics.INTERNAL_CALL_CheckSphere (ref position, radius, layerMask);
}
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
public static extern bool GetIgnoreLayerCollision (int layer1, int layer2);
[ExcludeFromDocs]
public static void IgnoreCollision (Collider collider1, Collider collider2)
{
bool ignore = true;
Physics.IgnoreCollision (collider1, collider2, ignore);
}
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
public static extern void IgnoreCollision (Collider collider1, Collider collider2, [DefaultValue ("true")] bool ignore);
[ExcludeFromDocs]
public static void IgnoreLayerCollision (int layer1, int layer2)
{
bool ignore = true;
Physics.IgnoreLayerCollision (layer1, layer2, ignore);
}
[WrapperlessIcall]
[MethodImpl (MethodImplOptions.InternalCall)]
public static extern void IgnoreLayerCollision (int layer1, int layer2, [DefaultValue ("true")] bool ignore);
[ExcludeFromDocs]
public static bool Linecast (Vector3 start, Vector3 end, out RaycastHit hitInfo)
{
int layerMask = -5;
return Physics.Linecast (start, end, out hitInfo, layerMask);
}
public static bool Linecast (Vector3 start, Vector3 end, out RaycastHit hitInfo, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
Vector3 direction = end - start;
return Physics.Raycast (start, direction, out hitInfo, direction.magnitude, layerMask);
}
[ExcludeFromDocs]
public static bool Linecast (Vector3 start, Vector3 end)
{
int layerMask = -5;
return Physics.Linecast (start, end, layerMask);
}
public static bool Linecast (Vector3 start, Vector3 end, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
Vector3 direction = end - start;
return Physics.Raycast (start, direction, direction.magnitude, layerMask);
}
[ExcludeFromDocs]
public static Collider[] OverlapSphere (Vector3 position, float radius)
{
int layerMask = -1;
return Physics.INTERNAL_CALL_OverlapSphere (ref position, radius, layerMask);
}
public static Collider[] OverlapSphere (Vector3 position, float radius, [DefaultValue ("AllLayers")] int layerMask)
{
return Physics.INTERNAL_CALL_OverlapSphere (ref position, radius, layerMask);
}
public static bool Raycast (Vector3 origin, Vector3 direction, out RaycastHit hitInfo, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.Internal_Raycast (origin, direction, out hitInfo, distance, layerMask);
}
[ExcludeFromDocs]
public static bool Raycast (Ray ray, float distance)
{
int layerMask = -5;
return Physics.Raycast (ray, distance, layerMask);
}
[ExcludeFromDocs]
public static bool Raycast (Vector3 origin, Vector3 direction, out RaycastHit hitInfo, float distance)
{
int layerMask = -5;
return Physics.Raycast (origin, direction, out hitInfo, distance, layerMask);
}
[ExcludeFromDocs]
public static bool Raycast (Vector3 origin, Vector3 direction, out RaycastHit hitInfo)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.Raycast (origin, direction, out hitInfo, distance, layerMask);
}
[ExcludeFromDocs]
public static bool Raycast (Ray ray)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.Raycast (ray, distance, layerMask);
}
[ExcludeFromDocs]
public static bool Raycast (Ray ray, out RaycastHit hitInfo)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.Raycast (ray, out hitInfo, distance, layerMask);
}
[ExcludeFromDocs]
public static bool Raycast (Ray ray, out RaycastHit hitInfo, float distance)
{
int layerMask = -5;
return Physics.Raycast (ray, out hitInfo, distance, layerMask);
}
public static bool Raycast (Ray ray, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.Raycast (ray.origin, ray.direction, distance, layerMask);
}
public static bool Raycast (Ray ray, out RaycastHit hitInfo, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.Raycast (ray.origin, ray.direction, out hitInfo, distance, layerMask);
}
[ExcludeFromDocs]
public static bool Raycast (Vector3 origin, Vector3 direction, float distance)
{
int layerMask = -5;
return Physics.Raycast (origin, direction, distance, layerMask);
}
[ExcludeFromDocs]
public static bool Raycast (Vector3 origin, Vector3 direction)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.Raycast (origin, direction, distance, layerMask);
}
public static bool Raycast (Vector3 origin, Vector3 direction, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.Internal_RaycastTest (origin, direction, distance, layerMask);
}
public static RaycastHit[] RaycastAll (Vector3 origin, Vector3 direction, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layermask)
{
return Physics.INTERNAL_CALL_RaycastAll (ref origin, ref direction, distance, layermask);
}
[ExcludeFromDocs]
public static RaycastHit[] RaycastAll (Vector3 origin, Vector3 direction, float distance)
{
int layermask = -5;
return Physics.INTERNAL_CALL_RaycastAll (ref origin, ref direction, distance, layermask);
}
[ExcludeFromDocs]
public static RaycastHit[] RaycastAll (Vector3 origin, Vector3 direction)
{
int layermask = -5;
float distance = float.PositiveInfinity;
return Physics.INTERNAL_CALL_RaycastAll (ref origin, ref direction, distance, layermask);
}
[ExcludeFromDocs]
public static RaycastHit[] RaycastAll (Ray ray, float distance)
{
int layerMask = -5;
return Physics.RaycastAll (ray, distance, layerMask);
}
[ExcludeFromDocs]
public static RaycastHit[] RaycastAll (Ray ray)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.RaycastAll (ray, distance, layerMask);
}
public static RaycastHit[] RaycastAll (Ray ray, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.RaycastAll (ray.origin, ray.direction, distance, layerMask);
}
[ExcludeFromDocs]
public static bool SphereCast (Ray ray, float radius)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.SphereCast (ray, radius, distance, layerMask);
}
public static bool SphereCast (Ray ray, float radius, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
RaycastHit raycastHit;
return Physics.Internal_CapsuleCast (ray.origin, ray.origin, radius, ray.direction, out raycastHit, distance, layerMask);
}
[ExcludeFromDocs]
public static bool SphereCast (Ray ray, float radius, out RaycastHit hitInfo, float distance)
{
int layerMask = -5;
return Physics.SphereCast (ray, radius, out hitInfo, distance, layerMask);
}
[ExcludeFromDocs]
public static bool SphereCast (Ray ray, float radius, float distance)
{
int layerMask = -5;
return Physics.SphereCast (ray, radius, distance, layerMask);
}
[ExcludeFromDocs]
public static bool SphereCast (Vector3 origin, float radius, Vector3 direction, out RaycastHit hitInfo, float distance)
{
int layerMask = -5;
return Physics.SphereCast (origin, radius, direction, out hitInfo, distance, layerMask);
}
[ExcludeFromDocs]
public static bool SphereCast (Vector3 origin, float radius, Vector3 direction, out RaycastHit hitInfo)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.SphereCast (origin, radius, direction, out hitInfo, distance, layerMask);
}
public static bool SphereCast (Vector3 origin, float radius, Vector3 direction, out RaycastHit hitInfo, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.Internal_CapsuleCast (origin, origin, radius, direction, out hitInfo, distance, layerMask);
}
[ExcludeFromDocs]
public static bool SphereCast (Ray ray, float radius, out RaycastHit hitInfo)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.SphereCast (ray, radius, out hitInfo, distance, layerMask);
}
public static bool SphereCast (Ray ray, float radius, out RaycastHit hitInfo, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.Internal_CapsuleCast (ray.origin, ray.origin, radius, ray.direction, out hitInfo, distance, layerMask);
}
public static RaycastHit[] SphereCastAll (Vector3 origin, float radius, Vector3 direction, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.CapsuleCastAll (origin, origin, radius, direction, distance, layerMask);
}
[ExcludeFromDocs]
public static RaycastHit[] SphereCastAll (Vector3 origin, float radius, Vector3 direction)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.SphereCastAll (origin, radius, direction, distance, layerMask);
}
[ExcludeFromDocs]
public static RaycastHit[] SphereCastAll (Vector3 origin, float radius, Vector3 direction, float distance)
{
int layerMask = -5;
return Physics.SphereCastAll (origin, radius, direction, distance, layerMask);
}
public static RaycastHit[] SphereCastAll (Ray ray, float radius, [DefaultValue ("Mathf.Infinity")] float distance, [DefaultValue ("DefaultRaycastLayers")] int layerMask)
{
return Physics.CapsuleCastAll (ray.origin, ray.origin, radius, ray.direction, distance, layerMask);
}
[ExcludeFromDocs]
public static RaycastHit[] SphereCastAll (Ray ray, float radius)
{
int layerMask = -5;
float distance = float.PositiveInfinity;
return Physics.SphereCastAll (ray, radius, distance, layerMask);
}
[ExcludeFromDocs]
public static RaycastHit[] SphereCastAll (Ray ray, float radius, float distance)
{
int layerMask = -5;
return Physics.SphereCastAll (ray, radius, distance, layerMask);
}
}
}