Impact CFX API 1.5.0
Comprehensive API documentation for Impact CFX - Collision Effects System
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Classes | |
class | AlignmentAxisUtilities |
Utility class for AlignmentAxis. More... | |
struct | ArrayChunk |
Holds an index offset and length for a chunk of data in an array. More... | |
class | Bitmask |
Utility class for manipulating bitmasks. More... | |
struct | CollisionInputData |
Holds input data suitable for jobs for a collision event. More... | |
struct | CollisionObjectPair |
A pair of objects involved in a collision. More... | |
struct | CollisionResultData |
Compiles all of the common data created from a collision. More... | |
class | CollisionTypeExtensions |
Extension methods for the CollisionType enum. More... | |
class | ContactPointIDGenerator |
Utility for generating an ID for contact points. Used to identify contact points for sliding and rolling. More... | |
class | EffectObjectPool |
Common implementation for an object pool used by effects with a template object. More... | |
class | EffectUtility |
Utilities for effects. More... | |
class | EffectVelocityModifier |
Class for editing effect modifiers based on velocity. More... | |
class | GameObjectExtensions |
Extensions for working with GameObjects. More... | |
interface | IEffectData |
Interface for impact effect data that is suitable for jobs. More... | |
interface | IEffectResult |
General interface for results of effects that is suitable for jobs. More... | |
interface | IImpactObject |
Interface for all impact objects. More... | |
class | ImpactAttachedEffectManager |
Component that manages effects that are attached to an object. More... | |
class | ImpactCFXGlobal |
Global class for managing and interfacing with the active Impact CFX Manager instance. More... | |
class | ImpactCFXLogger |
Utility class for logging common Impact CFX debug messages. More... | |
class | ImpactCFXManager |
The primary manager of the entire Impact CFX system. More... | |
struct | ImpactCollision |
Wraps data for a 3D or 2D collision. More... | |
struct | ImpactContactPoint |
Wraps data for a single 3D or 2D contact point. More... | |
class | ImpactEffectAuthoringBase |
Base class for creating impact effect assets. More... | |
class | ImpactEffectProcessorBase |
Base class for effect processing. More... | |
struct | ImpactEffectProcessorJob |
Generic job for processing collision data to create effect results. More... | |
class | ImpactMaterialAuthoring |
struct | ImpactMaterialData |
Holds basic impact material data that is suitable for jobs and burst. More... | |
struct | ImpactMaterialDataResetJob |
class | ImpactMaterialMappingProcessor |
class | ImpactMaterialProcessorBase |
Base for impact material processors that get the material data for a specific kind of object. More... | |
class | ImpactMaterialRegistry |
class | ImpactMultiPrefabEffectAuthoringBase |
Base class for effect assets for effects that use object pooling. More... | |
class | ImpactMultiPrefabEffectProcessor |
Provides core implementation for effects that use multiple pooled prefabs. More... | |
struct | ImpactMultiPrefabJob |
class | ImpactObjectBase |
Base class for impact objects. More... | |
class | ImpactObjectChild |
Implementation of an Impact Object for objects that are children of a parent object. More... | |
class | ImpactObjectCustomVelocity |
Implementation of an Impact Object that calculates a velocity using the position and rotation of the object. More... | |
struct | ImpactObjectData |
Container for basic Impact Object data used for queueing collisions. More... | |
class | ImpactObjectRigidbody |
Implementation of an Impact Object for objects with a 3D or 2D rigidbody. More... | |
class | ImpactObjectRigidbodyCheap |
A "cheap" 3D or 2D rigidbody that does not have FixedUpdate. More... | |
class | ImpactObjectSingleMaterial |
Implementation of an Impact Object with a single material for the object. More... | |
class | ImpactObjectTerrain |
Implementation of an Impact Object specifically for terrains. More... | |
class | ImpactPhysicMaterialMapping |
Mapping from a 3D physic material to an impact material. More... | |
class | ImpactPhysicsMaterial2DMapping |
Mapping from a 2D physics material to an impact material. More... | |
class | ImpactPooledEffectAuthoringBase |
Base class for creating impact effect assets for effects that need to use object pooling. More... | |
class | ImpactPooledEffectProcessor |
Provides common implementation for an effect that relies on pooled objects. More... | |
class | ImpactRaycaster |
Convenience methods for triggering effects via raycasting. More... | |
class | ImpactSimpleEffectProcessor |
Base class that provides a common implementation for simple effects that do not require object pooling. More... | |
class | ImpactSingleMaterialProcessor |
struct | ImpactTag |
A value for a single impact tag. More... | |
struct | ImpactTagMask |
Bitmask for holding many impact tag values. More... | |
struct | ImpactTagMaskFilter |
Used to filter tag values. More... | |
class | ImpactTerrainMaterialProcessor |
struct | ImpactVelocityData |
Holds data suitable for jobs about the impact velocity at a collision point. More... | |
struct | ImpactVelocityDataJob |
interface | IMultiPrefabEffectData |
Interface for impact effect data that supports multiple pooled prefabs. More... | |
interface | IMultiPrefabEffectResult |
Interface for results of effects that support multiple pooled prefabs. More... | |
interface | IPooledEffectData |
Interface for impact pooled effect data that is suitable for jobs. More... | |
struct | MaterialCompositionData |
Holds impact material data suitable for jobs retrieved at a single collision point. More... | |
struct | ObjectID |
Wrapper for object/asset IDs. More... | |
class | ObjectIDExtensions |
class | OverrideValue |
Container for a value that can be overriden from it's automatically set value. More... | |
class | OverrideValueInt |
Container for an overridable integer value. More... | |
class | PhysicsUtility |
Utility methods for physics calculations. More... | |
class | PooledEffectObjectBase |
Base class for an effect object (such as an audio source, particle system, or decal) that is part of on object pool. More... | |
struct | Range |
Represents a range between a minimum and a maximum value. More... | |
class | RigidbodyContainer |
Wrapper class for 3D and 2D rigidbodies that handles tracking the rigidbody state. More... | |
struct | RigidbodyData |
Holds rigidbody data in a form suitable for jobs. More... | |
struct | RigidbodyStateData |
Holds rigidbody state data in a form suitable for jobs. More... | |
struct | TransformData |
Holds transform data in a form suitable for jobs. More... | |
Enumerations | |
enum | AlignmentAxis { ZDown = 0 , ZUp = 1 , YDown = 2 , YUp = 3 } |
Modes for setting how an object's axes should be aligned with a surface. More... | |
enum | CollisionNormalMode { Default = 0 , Inverted = 1 } |
Behavior for collision normals. More... | |
enum | CollisionSelectionMode { Velocity = 0 , Random = 1 } |
Enum for configuring how items from an array are chosen for effects. More... | |
enum | CollisionType { Collision = 0 , Slide = 1 , Roll = 2 } |
The type of collision. More... | |
enum | CollisionVelocityMethod { RelativeVelocities = 0 , ChangeInVelocity = 1 , CollisionMessage = 2 } |
enum | EffectAttachMode { None = 0 , TriggerObject = 1 , HitObject = 2 } |
Behavior for attaching effects to colliding objects. More... | |
enum | EffectIntervalType { Time = 0 , Distance = 1 } |
The type of interval for effects like particles and decals when placing for sliding and rolling. More... | |
enum | ObjectIDMode { InstanceID = 0 , ObjectName = 1 } |
Defines behavior for getting object/asset IDs. More... | |
enum | ParticleEffectType { OneShot = 0 , Looped = 1 } |
Whether a particle is a one-shot or looped effect. More... | |
enum | PhysicsType { Unknown = 0 , Physics3D = 1 , Physics2D = 2 } |
Whether the collision was created using 3D or 2D physics. More... | |