public sealed class PhysicsLayersThe layer table: what each layer is called, whether it moves, and which layers it collides with.
No guide page documents this yet — the page shows what the code says about itself.
Remarks
Built once and handed to a PhysicsWorld, which turns it into the three filter objects Jolt actually wants — an object-layer pair table, a broad-phase layer table, and the mapping between them. Those are native objects with a lifetime tied to the physics system, which is why this type is a description and not the filters themselves: the same table can configure any number of worlds.
The matrix is symmetric and kept that way. Jolt asks "may layer A collide with layer B" in whichever order the broad phase produced the pair, so a matrix that said yes one way and no the other would give a collision that depends on body creation order. Every mutator writes both halves.
Fields and properties (3)
public const int MaxLayersThe most layers there can be, fixed by PhysicsLayerMask being one word.
public int CountHow many layers the table declares.
public static PhysicsLayers DefaultThe table a world gets when it is not given one: layer 0 Static, layer 1 Moving, and everything collides with everything.
Methods (6)
public static PhysicsLayers.Builder Define()Starts building a table.
public string NameOf(PhysicsLayer layer)What a layer is called.
public PhysicsBroadPhase BroadPhaseOf(PhysicsLayer layer)Whether a layer's bodies move.
public PhysicsLayerMask CollidesWith(PhysicsLayer layer)Everything a layer collides with.
public bool Collide(PhysicsLayer first, PhysicsLayer second)Whether two layers collide.
public bool TryFind(string name, out PhysicsLayer layer)The layer with a name, if there is one.
Used by (6)
- BuilderVixen.Physics
- PhysicsLayerTestsVixen.Physics.Tests
- PhysicsQueryTestsVixen.Physics.Tests
- PhysicsWorldVixen.Physics
- PhysicsWorldSettingsVixen.Physics
- PhysicsWorldTestsVixen.Physics.Tests