Class PhysicsSceneAbstract

Physical representation of a scene, allowing creation of new physical objects in the scene and queries against those objects. Objects created in different scenes cannot physically interact with each other.

Hierarchy

  • FrameworkObject
    • PhysicsScene

Constructors

  • Parameters

    • OptionalisInternalConstructor: boolean

    Returns PhysicsScene

Accessors

Methods

  • Performs a sweep into the scene using a box and returns the closest found hit, if any.

    Parameters

    • box: Immutable<AABox>

      Box to sweep through the scene.

    • rotation: Immutable<Quaternion>

      Orientation of the box.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit

    True if something was hit, false otherwise.

  • Performs a sweep into the scene using a box and returns all found hits.

    Parameters

    • box: Immutable<AABox>

      Box to sweep through the scene.

    • rotation: Immutable<Quaternion>

      Orientation of the box.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit[]

    List of all detected hits.

  • Performs a sweep into the scene using a box and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.

    Parameters

    • box: Immutable<AABox>

      Box to sweep through the scene.

    • rotation: Immutable<Quaternion>

      Orientation of the box.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns boolean

    True if something was hit, false otherwise.

  • Returns a list of all colliders in the scene that overlap the provided box.

    Parameters

    Returns Collider[]

    List of all colliders that overlap the box.

  • Checks if the provided box overlaps any other collider in the scene.

    Parameters

    Returns boolean

    True if there is overlap with another object, false otherwise.

  • Performs a sweep into the scene using a capsule and returns the closest found hit, if any.

    Parameters

    • capsule: Immutable<Capsule>

      Capsule to sweep through the scene.

    • rotation: Immutable<Quaternion>

      Orientation of the capsule.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit

    True if something was hit, false otherwise.

  • Performs a sweep into the scene using a capsule and returns all found hits.

    Parameters

    • capsule: Immutable<Capsule>

      Capsule to sweep through the scene.

    • rotation: Immutable<Quaternion>

      Orientation of the capsule.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit[]

    List of all detected hits.

  • Performs a sweep into the scene using a capsule and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.

    Parameters

    • capsule: Immutable<Capsule>

      Capsule to sweep through the scene.

    • rotation: Immutable<Quaternion>

      Orientation of the capsule.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns boolean

    True if something was hit, false otherwise.

  • Returns a list of all colliders in the scene that overlap the provided capsule.

    Parameters

    Returns Collider[]

    List of all colliders that overlap the capsule.

  • Checks if the provided capsule overlaps any other collider in the scene.

    Parameters

    Returns boolean

    True if there is overlap with another object, false otherwise.

  • Performs a sweep into the scene using a convex mesh and returns the closest found hit, if any.

    Parameters

    • mesh: PhysicsMesh | ResourceHandle<PhysicsMesh>

      Mesh to sweep through the scene. Must be convex.

    • position: Immutable<Vector3>

      Starting position of the mesh.

    • rotation: Immutable<Quaternion>

      Orientation of the mesh.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit

    True if something was hit, false otherwise.

  • Performs a sweep into the scene using a convex mesh and returns all found hits.

    Parameters

    • mesh: PhysicsMesh | ResourceHandle<PhysicsMesh>

      Mesh to sweep through the scene. Must be convex.

    • position: Immutable<Vector3>

      Starting position of the mesh.

    • rotation: Immutable<Quaternion>

      Orientation of the mesh.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit[]

    List of all detected hits.

  • Performs a sweep into the scene using a convex mesh and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.

    Parameters

    • mesh: PhysicsMesh | ResourceHandle<PhysicsMesh>

      Mesh to sweep through the scene. Must be convex.

    • position: Immutable<Vector3>

      Starting position of the mesh.

    • rotation: Immutable<Quaternion>

      Orientation of the mesh.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns boolean

    True if something was hit, false otherwise.

  • Returns a list of all colliders in the scene that overlap the provided convex mesh.

    Parameters

    Returns Collider[]

    List of all colliders that overlap the mesh.

  • Checks if the provided convex mesh overlaps any other collider in the scene.

    Parameters

    Returns boolean

    True if there is overlap with another object, false otherwise.

  • Casts a ray into the scene and returns the closest found hit, if any.

    Parameters

    • ray: Immutable<Ray>

      Ray to cast into the scene.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit

    True if something was hit, false otherwise.

  • Casts a ray into the scene and returns the closest found hit, if any.

    Parameters

    • origin: Immutable<Vector3>
    • unitDir: Immutable<Vector3>
    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit

    True if something was hit, false otherwise.

  • Casts a ray into the scene and returns all found hits.

    Parameters

    • ray: Immutable<Ray>

      Ray to cast into the scene.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit[]

    List of all detected hits.

  • Casts a ray into the scene and returns all found hits.

    Parameters

    • origin: Immutable<Vector3>

      Origin of the ray to cast into the scene.

    • unitDir: Immutable<Vector3>

      Unit direction of the ray to cast into the scene.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit[]

    List of all detected hits.

  • Casts a ray into the scene and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.

    Parameters

    • ray: Immutable<Ray>

      Ray to cast into the scene.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns boolean

    True if something was hit, false otherwise.

  • Casts a ray into the scene and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.

    Parameters

    • origin: Immutable<Vector3>

      Origin of the ray to cast into the scene.

    • unitDir: Immutable<Vector3>

      Unit direction of the ray to cast into the scene.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns boolean

    True if something was hit, false otherwise.

  • Performs a sweep into the scene using a sphere and returns the closest found hit, if any.

    Parameters

    • sphere: Immutable<Sphere>

      Sphere to sweep through the scene.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit

    True if something was hit, false otherwise.

  • Performs a sweep into the scene using a sphere and returns all found hits.

    Parameters

    • sphere: Immutable<Sphere>

      Sphere to sweep through the scene.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns PhysicsQueryHit[]

    List of all detected hits.

  • Performs a sweep into the scene using a sphere and checks if it has hit anything. This can be significantly more efficient than other types of cast* calls.

    Parameters

    • sphere: Immutable<Sphere>

      Sphere to sweep through the scene.

    • unitDir: Immutable<Vector3>

      Unit direction towards which to perform the sweep.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    • OptionalmaximumDistance: number

      Maximum distance at which to perform the query. Hits past this distance will not be detected.

    Returns boolean

    True if something was hit, false otherwise.

  • Returns a list of all colliders in the scene that overlap the provided sphere.

    Parameters

    • sphere: Immutable<Sphere>

      Sphere to check for overlap.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    Returns Collider[]

    List of all colliders that overlap the sphere.

  • Checks if the provided sphere overlaps any other collider in the scene.

    Parameters

    • sphere: Immutable<Sphere>

      Sphere to check for overlap.

    • Optionallayer: rsx.LayerMask

      Layers to consider for the query. This allows you to ignore certain groups of objects.

    Returns boolean

    True if there is overlap with another object, false otherwise.