// Unity C# reference source
// Copyright (c) Unity Technologies. For terms of use, see
// https://unity3d.com/legal/licenses/Unity_Reference_Only_License

using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.Bindings;
using UnityEngine.Internal;
using UnityEngine.SceneManagement;
using RequiredByNativeCodeAttribute = UnityEngine.Scripting.RequiredByNativeCodeAttribute;
using UsedByNativeCodeAttribute = UnityEngine.Scripting.UsedByNativeCodeAttribute;


namespace UnityEngine
{
    #region Scene

    [NativeHeader("Modules/Physics2D/Public/PhysicsSceneHandle2D.h")]
    [StructLayout(LayoutKind.Sequential)]
    public partial struct PhysicsScene2D : IEquatable<PhysicsScene2D>
    {
        private int m_Handle;

        public override string ToString() { return UnityString.Format("({0})", m_Handle); }
        public static bool operator==(PhysicsScene2D lhs, PhysicsScene2D rhs) { return lhs.m_Handle == rhs.m_Handle; }
        public static bool operator!=(PhysicsScene2D lhs, PhysicsScene2D rhs) { return lhs.m_Handle != rhs.m_Handle; }
        public override int GetHashCode() { return m_Handle; }
        public override bool Equals(object other)
        {
            if (!(other is PhysicsScene2D))
                return false;

            PhysicsScene2D rhs = (PhysicsScene2D)other;
            return m_Handle == rhs.m_Handle;
        }

        public bool Equals(PhysicsScene2D other)
        {
            return m_Handle == other.m_Handle;
        }

        public bool IsValid() { return IsValid_Internal(this); }
        [StaticAccessor("GetPhysicsManager2D()", StaticAccessorType.Arrow)]
        [NativeMethod("IsPhysicsSceneValid")]
        extern private static bool IsValid_Internal(PhysicsScene2D physicsScene);

        public bool IsEmpty()
        {
            if (IsValid())
                return IsEmpty_Internal(this);

            throw new InvalidOperationException("Cannot check if physics scene is empty as it is invalid.");
        }

        [StaticAccessor("GetPhysicsManager2D()", StaticAccessorType.Arrow)]
        [NativeMethod("IsPhysicsWorldEmpty")]
        extern private static bool IsEmpty_Internal(PhysicsScene2D physicsScene);

        // Perform a manual simulation step.
        public bool Simulate(float step)
        {
            if (IsValid())
                return Physics2D.Simulate_Internal(this, step);

            throw new InvalidOperationException("Cannot simulate the physics scene as it is invalid.");
        }

        #region Linecast

        public RaycastHit2D Linecast(Vector2 start, Vector2 end, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return Linecast_Internal(this, start, end, contactFilter);
        }

        public RaycastHit2D Linecast(Vector2 start, Vector2 end, ContactFilter2D contactFilter)
        {
            return Linecast_Internal(this, start, end, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("Linecast_Binding")]
        extern private static RaycastHit2D Linecast_Internal(PhysicsScene2D physicsScene, Vector2 start, Vector2 end, ContactFilter2D contactFilter);

        public int Linecast(Vector2 start, Vector2 end, RaycastHit2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return LinecastNonAlloc_Internal(this, start, end, contactFilter, results);
        }

        public int Linecast(Vector2 start, Vector2 end, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return LinecastNonAlloc_Internal(this, start, end, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("LinecastNonAlloc_Binding")]
        extern private static int LinecastNonAlloc_Internal(PhysicsScene2D physicsScene, Vector2 start, Vector2 end, ContactFilter2D contactFilter, [Out] RaycastHit2D[] results);

        #endregion

        #region Ray Cast

        public RaycastHit2D Raycast(Vector2 origin, Vector2 direction, float distance, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return Raycast_Internal(this, origin, direction, distance, contactFilter);
        }

        public RaycastHit2D Raycast(Vector2 origin, Vector2 direction, float distance, ContactFilter2D contactFilter)
        {
            return Raycast_Internal(this, origin, direction, distance, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("Raycast_Binding")]
        extern private static RaycastHit2D Raycast_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 direction, float distance, ContactFilter2D contactFilter);

        public int Raycast(Vector2 origin, Vector2 direction, float distance, RaycastHit2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return RaycastNonAlloc_Internal(this, origin, direction, distance, contactFilter, results);
        }

        public int Raycast(Vector2 origin, Vector2 direction, float distance, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return RaycastNonAlloc_Internal(this, origin, direction, distance, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("RaycastNonAlloc_Binding")]
        extern private static int RaycastNonAlloc_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 direction, float distance, ContactFilter2D contactFilter, [Out] RaycastHit2D[] results);

        #endregion

        #region Circle Cast

        public RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return CircleCast_Internal(this, origin, radius, direction, distance, contactFilter);
        }

        public RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter)
        {
            return CircleCast_Internal(this, origin, radius, direction, distance, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("CircleCast_Binding")]
        extern private static RaycastHit2D CircleCast_Internal(PhysicsScene2D physicsScene, Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter);

        public int CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, RaycastHit2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return CircleCastNonAlloc_Internal(this, origin, radius, direction, distance, contactFilter, results);
        }

        public int CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return CircleCastNonAlloc_Internal(this, origin, radius, direction, distance, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("CircleCastNonAlloc_Binding")]
        extern private static int CircleCastNonAlloc_Internal(PhysicsScene2D physicsScene, Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter, [Out] RaycastHit2D[] results);

        #endregion

        #region Box Cast

        public RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return BoxCast_Internal(this, origin, size, angle, direction, distance, contactFilter);
        }

        public RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter)
        {
            return BoxCast_Internal(this, origin, size, angle, direction, distance, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("BoxCast_Binding")]
        extern private static RaycastHit2D BoxCast_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter);

        public int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, RaycastHit2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return BoxCastNonAlloc_Internal(this, origin, size, angle, direction, distance, contactFilter, results);
        }

        public int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return BoxCastNonAlloc_Internal(this, origin, size, angle, direction, distance, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("BoxCastNonAlloc_Binding")]
        extern private static int BoxCastNonAlloc_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, [Out] RaycastHit2D[] results);

        #endregion

        #region Capsule Cast

        public RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return CapsuleCast_Internal(this, origin, size, capsuleDirection, angle, direction, Mathf.Infinity, contactFilter);
        }

        public RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter)
        {
            return CapsuleCast_Internal(this, origin, size, capsuleDirection, angle, direction, Mathf.Infinity, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("CapsuleCast_Binding")]
        extern private static RaycastHit2D CapsuleCast_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter);

        public int CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, RaycastHit2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return CapsuleCastNonAlloc_Internal(this, origin, size, capsuleDirection, angle, direction, Mathf.Infinity, contactFilter, results);
        }

        public int CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return CapsuleCastNonAlloc_Internal(this, origin, size, capsuleDirection, angle, direction, Mathf.Infinity, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("CapsuleCastNonAlloc_Binding")]
        extern private static int CapsuleCastNonAlloc_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter, [Out] RaycastHit2D[] results);

        #endregion

        #region Ray Intersection

        public RaycastHit2D GetRayIntersection(Ray ray, float distance, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            return GetRayIntersection_Internal(this, ray.origin, ray.direction, distance, layerMask);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("GetRayIntersection_Binding")]
        extern private static RaycastHit2D GetRayIntersection_Internal(PhysicsScene2D physicsScene, Vector3 origin, Vector3 direction, float distance, int layerMask);

        public int GetRayIntersection(Ray ray, float distance, RaycastHit2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            return GetRayIntersectionNonAlloc_Internal(this, ray.origin, ray.direction, distance, layerMask, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("GetRayIntersectionNonAlloc_Binding")]
        extern private static int GetRayIntersectionNonAlloc_Internal(PhysicsScene2D physicsScene, Vector3 origin, Vector3 direction, float distance, int layerMask, [Out] RaycastHit2D[] results);

        #endregion

        #region Overlap Point

        public Collider2D OverlapPoint(Vector2 point, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapPoint_Internal(this, point, contactFilter);
        }

        public Collider2D OverlapPoint(Vector2 point, ContactFilter2D contactFilter)
        {
            return OverlapPoint_Internal(this, point, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapPoint_Binding")]
        extern private static Collider2D OverlapPoint_Internal(PhysicsScene2D physicsScene, Vector2 point, ContactFilter2D contactFilter);

        public int OverlapPoint(Vector2 point, Collider2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapPointNonAlloc_Internal(this, point, contactFilter, results);
        }

        public int OverlapPoint(Vector2 point, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return OverlapPointNonAlloc_Internal(this, point, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapPointNonAlloc_Binding")]
        extern private static int OverlapPointNonAlloc_Internal(PhysicsScene2D physicsScene, Vector2 point, ContactFilter2D contactFilter, [Out] Collider2D[] results);

        #endregion

        #region Overlap Circle

        public Collider2D OverlapCircle(Vector2 point, float radius, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapCircle_Internal(this, point, radius, contactFilter);
        }

        public Collider2D OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter)
        {
            return OverlapCircle_Internal(this, point, radius, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapCircle_Binding")]
        extern private static Collider2D OverlapCircle_Internal(PhysicsScene2D physicsScene, Vector2 point, float radius, ContactFilter2D contactFilter);

        public int OverlapCircle(Vector2 point, float radius, Collider2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity,  Mathf.Infinity);
            return OverlapCircleNonAlloc_Internal(this, point, radius, contactFilter, results);
        }

        public int OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return OverlapCircleNonAlloc_Internal(this, point, radius, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapCircleNonAlloc_Binding")]
        extern private static int OverlapCircleNonAlloc_Internal(PhysicsScene2D physicsScene, Vector2 point, float radius, ContactFilter2D contactFilter, [Out] Collider2D[] results);

        #endregion

        #region Overlap Box

        public Collider2D OverlapBox(Vector2 point, Vector2 size, float angle, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapBox_Internal(this, point, size, angle, contactFilter);
        }

        public Collider2D OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter)
        {
            return OverlapBox_Internal(this, point, size, angle, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapBox_Binding")]
        extern private static Collider2D OverlapBox_Internal(PhysicsScene2D physicsScene, Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter);

        public int OverlapBox(Vector2 point, Vector2 size, float angle, Collider2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapBoxNonAlloc_Internal(this, point, size, angle, contactFilter, results);
        }

        public int OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return OverlapBoxNonAlloc_Internal(this, point, size, angle, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapBoxNonAlloc_Binding")]
        extern private static int OverlapBoxNonAlloc_Internal(PhysicsScene2D physicsScene, Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, [Out] Collider2D[] results);

        #endregion

        #region Overlap Area

        public Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapAreaToBox_Internal(pointA, pointB, contactFilter);
        }

        public Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter)
        {
            return OverlapAreaToBox_Internal(pointA, pointB, contactFilter);
        }

        private Collider2D OverlapAreaToBox_Internal(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter)
        {
            Vector2 point = (pointA + pointB) * 0.5f;
            Vector2 size = new Vector2(Mathf.Abs(pointA.x - pointB.x), Math.Abs(pointA.y - pointB.y));
            return OverlapBox(point, size, 0.0f, contactFilter);
        }

        public int OverlapArea(Vector2 pointA, Vector2 pointB, Collider2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapAreaNonAllocToBox_Internal(pointA, pointB, contactFilter, results);
        }

        public int OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return OverlapAreaNonAllocToBox_Internal(pointA, pointB, contactFilter, results);
        }

        private int OverlapAreaNonAllocToBox_Internal(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, Collider2D[] results)
        {
            Vector2 point = (pointA + pointB) * 0.5f;
            Vector2 size = new Vector2(Mathf.Abs(pointA.x - pointB.x), Math.Abs(pointA.y - pointB.y));
            return OverlapBox(point, size, 0.0f, contactFilter, results);
        }

        #endregion

        #region Overlap Capsule

        public Collider2D OverlapCapsule(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapCapsule_Internal(this, point, size, direction, angle, contactFilter);
        }

        public Collider2D OverlapCapsule(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, ContactFilter2D contactFilter)
        {
            return OverlapCapsule_Internal(this, point, size, direction, angle, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapCapsule_Binding")]
        extern private static Collider2D OverlapCapsule_Internal(PhysicsScene2D physicsScene, Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, ContactFilter2D contactFilter);

        public int OverlapCapsule(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapCapsuleNonAlloc_Internal(this, point, size, direction, angle, contactFilter, results);
        }

        public int OverlapCapsule(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return OverlapCapsuleNonAlloc_Internal(this, point, size, direction, angle, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapCapsuleNonAlloc_Binding")]
        extern private static int OverlapCapsuleNonAlloc_Internal(PhysicsScene2D physicsScene, Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, ContactFilter2D contactFilter, [Out] Collider2D[] results);

        #endregion

        #region Overlap Collider

        public static int OverlapCollider(Collider2D collider, Collider2D[] results, [DefaultValue("Physics2D.DefaultRaycastLayers")] int layerMask = Physics2D.DefaultRaycastLayers)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapCollider_Internal(collider, contactFilter, results);
        }

        public static int OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return OverlapCollider_Internal(collider, contactFilter, results);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapCollider_Binding")]
        extern private static int OverlapCollider_Internal([NotNull] Collider2D collider, ContactFilter2D contactFilter, [Out] Collider2D[] results);

        #endregion
    }

    public static class PhysicsSceneExtensions2D
    {
        public static PhysicsScene2D GetPhysicsScene2D(this Scene scene)
        {
            if (!scene.IsValid())
                throw new ArgumentException("Cannot get physics scene; Unity scene is invalid.", "scene");

            PhysicsScene2D physicsScene = GetPhysicsScene_Internal(scene);
            if (physicsScene.IsValid())
                return physicsScene;

            throw new Exception("The physics scene associated with the Unity scene is invalid.");
        }

        [StaticAccessor("GetPhysicsManager2D()", StaticAccessorType.Arrow)]
        [NativeMethod("GetPhysicsSceneFromUnityScene")]
        extern private static PhysicsScene2D GetPhysicsScene_Internal(Scene scene);
    }

    #endregion

    [NativeHeader("Physics2DScriptingClasses.h")]
    [NativeHeader("Modules/Physics2D/PhysicsManager2D.h")]
    [NativeHeader("Physics2DScriptingClasses.h")]
    [StaticAccessor("GetPhysicsManager2D()", StaticAccessorType.Arrow)]
    public partial class Physics2D
    {
        #region Global Physics Settings

        public const int IgnoreRaycastLayer = 1 << 2;
        public const int DefaultRaycastLayers = ~Physics2D.IgnoreRaycastLayer;
        public const int AllLayers = ~0;

        [StaticAccessor("GetPhysicsManager2D()", StaticAccessorType.Arrow)]
        [NativeProperty("DefaultPhysicsSceneHandle")]
        extern public static PhysicsScene2D defaultPhysicsScene { get; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static int velocityIterations { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static int positionIterations { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static Vector2 gravity { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool queriesHitTriggers { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool queriesStartInColliders { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool callbacksOnDisable { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool reuseCollisionCallbacks { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool autoSyncTransforms { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool autoSimulation { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static PhysicsJobOptions2D jobOptions { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float velocityThreshold { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float maxLinearCorrection { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float maxAngularCorrection { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float maxTranslationSpeed { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float maxRotationSpeed { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float defaultContactOffset { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float baumgarteScale { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float baumgarteTOIScale { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float timeToSleep { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float linearSleepTolerance { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float angularSleepTolerance { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool alwaysShowColliders { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool showColliderSleep { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool showColliderContacts { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static bool showColliderAABB { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static float contactArrowScale { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static Color colliderAwakeColor { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static Color colliderAsleepColor { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static Color colliderContactColor { get; set; }

        [StaticAccessor("GetPhysics2DSettings()")]
        extern public static Color colliderAABBColor { get; set; }

        #endregion

        #region Simulation

        // Perform a manual simulation step.
        public static bool Simulate(float step)
        {
            return Simulate_Internal(defaultPhysicsScene, step);
        }

        [NativeMethod("Simulate_Binding")]
        extern internal static bool Simulate_Internal(PhysicsScene2D physicsScene, float step);

        // Sync transform changes.
        extern public static void SyncTransforms();

        #endregion

        #region Collisions and Queries.

        #region Ignore Collision

        // Ignore collisions between specific colliders.
        [ExcludeFromDocs]
        public static void IgnoreCollision([Writable] Collider2D collider1, [Writable] Collider2D collider2) { IgnoreCollision(collider1, collider2, true); }
        [StaticAccessor("PhysicsScene2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("IgnoreCollision_Binding")]
        extern public static void IgnoreCollision([NotNull][Writable] Collider2D collider1, [NotNull][Writable] Collider2D collider2, [DefaultValue("true")] bool ignore);

        // Get whether collisions between specific colliders are ignored or not.
        [StaticAccessor("PhysicsScene2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("GetIgnoreCollision_Binding")]
        extern public static bool GetIgnoreCollision([Writable] Collider2D collider1, [Writable] Collider2D collider2);

        // Ignore collisions between specific layers.
        [ExcludeFromDocs]
        public static void IgnoreLayerCollision(int layer1, int layer2) { IgnoreLayerCollision(layer1, layer2, true); }
        public static void IgnoreLayerCollision(int layer1, int layer2, bool ignore)
        {
            if (layer1 < 0 || layer1 > 31)
                throw new ArgumentOutOfRangeException("layer1 is out of range. Layer numbers must be in the range 0 to 31.");

            if (layer2 < 0 || layer2 > 31)
                throw new ArgumentOutOfRangeException("layer2 is out of range. Layer numbers must be in the range 0 to 31.");

            IgnoreLayerCollision_Internal(layer1, layer2, ignore);
        }

        [StaticAccessor("GetPhysics2DSettings()")]
        [NativeMethod("IgnoreLayerCollision")]
        extern private static void IgnoreLayerCollision_Internal(int layer1, int layer2, bool ignore);

        // Get whether collisions between specific layers are ignored or not.
        public static bool GetIgnoreLayerCollision(int layer1, int layer2)
        {
            if (layer1 < 0 || layer1 > 31)
                throw new ArgumentOutOfRangeException("layer1 is out of range. Layer numbers must be in the range 0 to 31.");

            if (layer2 < 0 || layer2 > 31)
                throw new ArgumentOutOfRangeException("layer2 is out of range. Layer numbers must be in the range 0 to 31.");

            return GetIgnoreLayerCollision_Internal(layer1, layer2);
        }

        [StaticAccessor("GetPhysics2DSettings()")]
        [NativeMethod("GetIgnoreLayerCollision")]
        extern private static bool GetIgnoreLayerCollision_Internal(int layer1, int layer2);

        // Set the layer collision mask for a specific layer.
        public static void SetLayerCollisionMask(int layer, int layerMask)
        {
            if (layer < 0 || layer > 31)
                throw new ArgumentOutOfRangeException("layer1 is out of range. Layer numbers must be in the range 0 to 31.");

            SetLayerCollisionMask_Internal(layer, layerMask);
        }

        #endregion

        #region Layer Collision

        [StaticAccessor("GetPhysics2DSettings()")]
        [NativeMethod("SetLayerCollisionMask")]
        extern private static void SetLayerCollisionMask_Internal(int layer, int layerMask);

        // Get the layer collision mask for a specific layer.
        public static int GetLayerCollisionMask(int layer)
        {
            if (layer < 0 || layer > 31)
                throw new ArgumentOutOfRangeException("layer1 is out of range. Layer numbers must be in the range 0 to 31.");

            return GetLayerCollisionMask_Internal(layer);
        }

        [StaticAccessor("GetPhysics2DSettings()")]
        [NativeMethod("GetLayerCollisionMask")]
        extern private static int GetLayerCollisionMask_Internal(int layer);

        #endregion

        #region Is Touching

        // Get whether specific colliders are currently touching or not.
        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        extern public static bool IsTouching([NotNull][Writable] Collider2D collider1, [NotNull][Writable] Collider2D collider2);

        // Get whether specific colliders are currently touching or not (using the contact filter).
        public static bool IsTouching([Writable] Collider2D collider1, [Writable] Collider2D collider2, ContactFilter2D contactFilter) { return IsTouching_TwoCollidersWithFilter(collider1, collider2, contactFilter); }
        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("IsTouching")]
        extern private static bool IsTouching_TwoCollidersWithFilter([NotNull][Writable] Collider2D collider1, [NotNull][Writable] Collider2D collider2, ContactFilter2D contactFilter);

        // Get whether the specific collider is touching anything (using the contact filter).
        public static bool IsTouching([Writable] Collider2D collider, ContactFilter2D contactFilter) { return IsTouching_SingleColliderWithFilter(collider, contactFilter); }
        [NativeMethod("IsTouching")]
        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        extern private static bool IsTouching_SingleColliderWithFilter([NotNull][Writable] Collider2D collider, ContactFilter2D contactFilter);

        // Get whether the specific collider is touching the specific layer(s).
        [ExcludeFromDocs]
        public static bool IsTouchingLayers([Writable] Collider2D collider) { return IsTouchingLayers(collider, Physics2D.AllLayers); }
        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        extern public static bool IsTouchingLayers([NotNull][Writable] Collider2D collider, [DefaultValue("Physics2D.AllLayers")] int layerMask);

        #endregion

        #region Distance

        // Get the shortest distance and the respective points between two colliders.
        public static ColliderDistance2D Distance([Writable] Collider2D colliderA, [Writable] Collider2D colliderB)
        {
            if (colliderA == null)
                throw new ArgumentNullException("ColliderA cannot be NULL.");

            if (colliderB == null)
                throw new ArgumentNullException("ColliderB cannot be NULL.");

            if (colliderA == colliderB)
                throw new ArgumentException("Cannot calculate the distance between the same collider.");

            return Distance_Internal(colliderA, colliderB);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("Distance")]
        extern private static ColliderDistance2D Distance_Internal([NotNull][Writable] Collider2D colliderA, [NotNull][Writable] Collider2D colliderB);

        #endregion

        #region Linecast

        // Returns the first hit along the specified line.
        [ExcludeFromDocs]
        public static RaycastHit2D Linecast(Vector2 start, Vector2 end)
        {
            return defaultPhysicsScene.Linecast(start, end);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D Linecast(Vector2 start, Vector2 end, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.Linecast(start, end, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D Linecast(Vector2 start, Vector2 end, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.Linecast(start, end, contactFilter);
        }

        public static RaycastHit2D Linecast(Vector2 start, Vector2 end, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.Linecast(start, end, contactFilter);
        }

        // Returns all hits along the line (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        public static int Linecast(Vector2 start, Vector2 end, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.Linecast(start, end, contactFilter, results);
        }

        // Returns all hits along the specified line.
        [ExcludeFromDocs]
        public static RaycastHit2D[] LinecastAll(Vector2 start, Vector2 end)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return LinecastAll_Internal(defaultPhysicsScene, start, end, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] LinecastAll(Vector2 start, Vector2 end, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return LinecastAll_Internal(defaultPhysicsScene, start, end, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] LinecastAll(Vector2 start, Vector2 end, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return LinecastAll_Internal(defaultPhysicsScene, start, end, contactFilter);
        }

        public static RaycastHit2D[] LinecastAll(Vector2 start, Vector2 end, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return LinecastAll_Internal(defaultPhysicsScene, start, end, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("LinecastAll_Binding")]
        extern private static RaycastHit2D[] LinecastAll_Internal(PhysicsScene2D physicsScene, Vector2 start, Vector2 end, ContactFilter2D contactFilter);

        // Returns all hits along the line (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int LinecastNonAlloc(Vector2 start, Vector2 end, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.Linecast(start, end, results);
        }

        [ExcludeFromDocs]
        public static int LinecastNonAlloc(Vector2 start, Vector2 end, RaycastHit2D[] results, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.Linecast(start, end, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int LinecastNonAlloc(Vector2 start, Vector2 end, RaycastHit2D[] results, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.Linecast(start, end, contactFilter, results);
        }

        public static int LinecastNonAlloc(Vector2 start, Vector2 end, RaycastHit2D[] results, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.Linecast(start, end, contactFilter, results);
        }

        #endregion

        #region Ray Cast

        [ExcludeFromDocs]
        public static RaycastHit2D Raycast(Vector2 origin, Vector2 direction)
        {
            return defaultPhysicsScene.Raycast(origin, direction, Mathf.Infinity);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D Raycast(Vector2 origin, Vector2 direction, float distance)
        {
            return defaultPhysicsScene.Raycast(origin, direction, distance);
        }

        [RequiredByNativeCode]
        [ExcludeFromDocs]
        public static RaycastHit2D Raycast(Vector2 origin, Vector2 direction, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.Raycast(origin, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D Raycast(Vector2 origin, Vector2 direction, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.Raycast(origin, direction, distance, contactFilter);
        }

        public static RaycastHit2D Raycast(Vector2 origin, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.Raycast(origin, direction, distance, contactFilter);
        }

        // Returns all hits along the ray (limited by the size of the array) but filters using ContactFilter2D..  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int Raycast(Vector2 origin, Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.Raycast(origin, direction, Mathf.Infinity, contactFilter, results);
        }

        public static int Raycast(Vector2 origin, Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance)
        {
            return defaultPhysicsScene.Raycast(origin, direction, distance, contactFilter, results);
        }

        // Returns all hits along the ray (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int RaycastNonAlloc(Vector2 origin, Vector2 direction, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.Raycast(origin, direction, Mathf.Infinity, results);
        }

        [ExcludeFromDocs]
        public static int RaycastNonAlloc(Vector2 origin, Vector2 direction, RaycastHit2D[] results, float distance)
        {
            return defaultPhysicsScene.Raycast(origin, direction, distance, results);
        }

        [ExcludeFromDocs]
        public static int RaycastNonAlloc(Vector2 origin, Vector2 direction, RaycastHit2D[] results, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.Raycast(origin, direction, distance, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int RaycastNonAlloc(Vector2 origin, Vector2 direction, RaycastHit2D[] results, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.Raycast(origin, direction, distance, contactFilter, results);
        }

        public static int RaycastNonAlloc(Vector2 origin, Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.Raycast(origin, direction, distance, contactFilter, results);
        }

        // Returns all hits along the ray.
        [ExcludeFromDocs]
        public static RaycastHit2D[] RaycastAll(Vector2 origin, Vector2 direction)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return RaycastAll_Internal(defaultPhysicsScene, origin, direction, Mathf.Infinity, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] RaycastAll(Vector2 origin, Vector2 direction, float distance)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return RaycastAll_Internal(defaultPhysicsScene, origin, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] RaycastAll(Vector2 origin, Vector2 direction, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return RaycastAll_Internal(defaultPhysicsScene, origin, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] RaycastAll(Vector2 origin, Vector2 direction, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return RaycastAll_Internal(defaultPhysicsScene, origin, direction, distance, contactFilter);
        }

        public static RaycastHit2D[] RaycastAll(Vector2 origin, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return RaycastAll_Internal(defaultPhysicsScene, origin, direction, distance, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("RaycastAll_Binding")]
        extern private static RaycastHit2D[] RaycastAll_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 direction, float distance, ContactFilter2D contactFilter);

        #endregion

        #region Circle Cast

        // Returns the first hit when casting the circle.
        [ExcludeFromDocs]
        public static RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction)
        {
            return defaultPhysicsScene.CircleCast(origin, radius, direction, Mathf.Infinity);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance)
        {
            return defaultPhysicsScene.CircleCast(origin, radius, direction, distance);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.CircleCast(origin, radius, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.CircleCast(origin, radius, direction, distance, contactFilter);
        }

        public static RaycastHit2D CircleCast(Vector2 origin, float radius, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.CircleCast(origin, radius, direction, distance, contactFilter);
        }

        // Returns all hits when casting the circle (limited by the size of the array) but filters using ContactFilter2D. This does not produce any garbage.
        [ExcludeFromDocs]
        public static int CircleCast(Vector2 origin, float radius, Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.CircleCast(origin, radius, direction, Mathf.Infinity, contactFilter, results);
        }

        public static int CircleCast(Vector2 origin, float radius, Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance)
        {
            return defaultPhysicsScene.CircleCast(origin, radius, direction, distance, contactFilter, results);
        }

        // Returns all hits when casting the circle.
        [ExcludeFromDocs]
        public static RaycastHit2D[] CircleCastAll(Vector2 origin, float radius, Vector2 direction)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return CircleCastAll_Internal(defaultPhysicsScene, origin, radius, direction, Mathf.Infinity, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] CircleCastAll(Vector2 origin, float radius, Vector2 direction, float distance)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return CircleCastAll_Internal(defaultPhysicsScene, origin, radius, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] CircleCastAll(Vector2 origin, float radius, Vector2 direction, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return CircleCastAll_Internal(defaultPhysicsScene, origin, radius, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] CircleCastAll(Vector2 origin, float radius, Vector2 direction, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return CircleCastAll_Internal(defaultPhysicsScene, origin, radius, direction, distance, contactFilter);
        }

        public static RaycastHit2D[] CircleCastAll(Vector2 origin, float radius, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return CircleCastAll_Internal(defaultPhysicsScene, origin, radius, direction, distance, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("CircleCastAll_Binding")]
        extern private static RaycastHit2D[] CircleCastAll_Internal(PhysicsScene2D physicsScene, Vector2 origin, float radius, Vector2 direction, float distance, ContactFilter2D contactFilter);

        // Returns all hits when casting the circle (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int CircleCastNonAlloc(Vector2 origin, float radius, Vector2 direction, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.CircleCast(origin, radius, direction, Mathf.Infinity, results);
        }

        [ExcludeFromDocs]
        public static int CircleCastNonAlloc(Vector2 origin, float radius, Vector2 direction, RaycastHit2D[] results, float distance)
        {
            return defaultPhysicsScene.CircleCast(origin, radius, direction, distance, results);
        }

        [ExcludeFromDocs]
        public static int CircleCastNonAlloc(Vector2 origin, float radius, Vector2 direction, RaycastHit2D[] results, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.CircleCast(origin, radius, direction, distance, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int CircleCastNonAlloc(Vector2 origin, float radius, Vector2 direction, RaycastHit2D[] results, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.CircleCast(origin, radius, direction, distance, contactFilter, results);
        }

        public static int CircleCastNonAlloc(Vector2 origin, float radius, Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.CircleCast(origin, radius, direction, distance, contactFilter, results);
        }

        #endregion

        #region Box Cast

        // Returns the first hit when casting the box.
        [ExcludeFromDocs]
        public static RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction)
        {
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, Mathf.Infinity);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance)
        {
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, distance);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, distance, contactFilter);
        }

        public static RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("Physics2D.AllLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, distance, contactFilter);
        }

        // Returns all hits when casting the box (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, Mathf.Infinity, contactFilter, results);
        }

        public static int BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance)
        {
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, distance, contactFilter, results);
        }

        // Returns all hits when casting the box.
        [ExcludeFromDocs]
        public static RaycastHit2D[] BoxCastAll(Vector2 origin, Vector2 size, float angle, Vector2 direction)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return BoxCastAll_Internal(defaultPhysicsScene, origin, size, angle, direction, Mathf.Infinity, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] BoxCastAll(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return BoxCastAll_Internal(defaultPhysicsScene, origin, size, angle, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] BoxCastAll(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return BoxCastAll_Internal(defaultPhysicsScene, origin, size, angle, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] BoxCastAll(Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return BoxCastAll_Internal(defaultPhysicsScene, origin, size, angle, direction, distance, contactFilter);
        }

        public static RaycastHit2D[] BoxCastAll(Vector2 origin, Vector2 size, float angle, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return BoxCastAll_Internal(defaultPhysicsScene, origin, size, angle, direction, distance, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("BoxCastAll_Binding")]
        extern private static RaycastHit2D[] BoxCastAll_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 size, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter);

        // Returns all hits when casting the box (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int BoxCastNonAlloc(Vector2 origin, Vector2 size, float angle, Vector2 direction, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, Mathf.Infinity, results);
        }

        [ExcludeFromDocs]
        public static int BoxCastNonAlloc(Vector2 origin, Vector2 size, float angle, Vector2 direction, RaycastHit2D[] results, float distance)
        {
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, distance, results);
        }

        [ExcludeFromDocs]
        public static int BoxCastNonAlloc(Vector2 origin, Vector2 size, float angle, Vector2 direction, RaycastHit2D[] results, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, distance, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int BoxCastNonAlloc(Vector2 origin, Vector2 size, float angle, Vector2 direction, RaycastHit2D[] results, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, distance, contactFilter, results);
        }

        public static int BoxCastNonAlloc(Vector2 origin, Vector2 size, float angle, Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.BoxCast(origin, size, angle, direction, distance, contactFilter, results);
        }

        #endregion

        #region Capsule Cast

        // Returns the first hit when casting the capsule.
        [ExcludeFromDocs]
        public static RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction)
        {
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, Mathf.Infinity);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance)
        {
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance, contactFilter);
        }

        public static RaycastHit2D CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance, contactFilter);
        }

        // Returns all hits when casting the capsule (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction,  ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, Mathf.Infinity, contactFilter, results);
        }

        public static int CapsuleCast(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction,  ContactFilter2D contactFilter, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance)
        {
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance, contactFilter, results);
        }

        // Returns all hits when casting the capsule.
        [ExcludeFromDocs]
        public static RaycastHit2D[] CapsuleCastAll(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return CapsuleCastAll_Internal(defaultPhysicsScene, origin, size, capsuleDirection, angle, direction, Mathf.Infinity, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] CapsuleCastAll(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return CapsuleCastAll_Internal(defaultPhysicsScene, origin, size, capsuleDirection, angle, direction, distance, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("CapsuleCastAll_Binding")]
        extern private static RaycastHit2D[] CapsuleCastAll_Internal(PhysicsScene2D physicsScene, Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, ContactFilter2D contactFilter);

        [ExcludeFromDocs]
        public static RaycastHit2D[] CapsuleCastAll(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return CapsuleCastAll_Internal(defaultPhysicsScene, origin, size, capsuleDirection, angle, direction, distance, contactFilter);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] CapsuleCastAll(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return CapsuleCastAll_Internal(defaultPhysicsScene, origin, size, capsuleDirection, angle, direction, distance, contactFilter);
        }

        public static RaycastHit2D[] CapsuleCastAll(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return CapsuleCastAll_Internal(defaultPhysicsScene, origin, size, capsuleDirection, angle, direction, distance, contactFilter);
        }

        // Returns all hits when casting the capsule (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int CapsuleCastNonAlloc(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, Mathf.Infinity, results);
        }

        [ExcludeFromDocs]
        public static int CapsuleCastNonAlloc(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, RaycastHit2D[] results, float distance)
        {
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance, results);
        }

        [ExcludeFromDocs]
        public static int CapsuleCastNonAlloc(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, RaycastHit2D[] results, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int CapsuleCastNonAlloc(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, RaycastHit2D[] results, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance, contactFilter, results);
        }

        public static int CapsuleCastNonAlloc(Vector2 origin, Vector2 size, CapsuleDirection2D capsuleDirection, float angle, Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.CapsuleCast(origin, size, capsuleDirection, angle, direction, distance, contactFilter, results);
        }

        #endregion

        #region Ray Intersection

        // Returns the first hit intersecting the 3D ray.
        [ExcludeFromDocs]
        public static RaycastHit2D GetRayIntersection(Ray ray)
        {
            return defaultPhysicsScene.GetRayIntersection(ray, Mathf.Infinity, DefaultRaycastLayers);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D GetRayIntersection(Ray ray, float distance)
        {
            return defaultPhysicsScene.GetRayIntersection(ray, distance, DefaultRaycastLayers);
        }

        public static RaycastHit2D GetRayIntersection(Ray ray, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask)
        {
            return defaultPhysicsScene.GetRayIntersection(ray, distance, layerMask);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] GetRayIntersectionAll(Ray ray)
        {
            return GetRayIntersectionAll_Internal(defaultPhysicsScene, ray.origin, ray.direction, Mathf.Infinity, DefaultRaycastLayers);
        }

        [ExcludeFromDocs]
        public static RaycastHit2D[] GetRayIntersectionAll(Ray ray, float distance)
        {
            return GetRayIntersectionAll_Internal(defaultPhysicsScene, ray.origin, ray.direction, distance, DefaultRaycastLayers);
        }

        [RequiredByNativeCode]
        public static RaycastHit2D[] GetRayIntersectionAll(Ray ray, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask)
        {
            return GetRayIntersectionAll_Internal(defaultPhysicsScene, ray.origin, ray.direction, distance, layerMask);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("GetRayIntersectionAll_Binding")]
        extern static RaycastHit2D[] GetRayIntersectionAll_Internal(PhysicsScene2D physicsScene, Vector3 origin, Vector3 direction, float distance, int layerMask);

        // Returns all hits intersecting the 3D ray (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int GetRayIntersectionNonAlloc(Ray ray, RaycastHit2D[] results)
        {
            return defaultPhysicsScene.GetRayIntersection(ray, Mathf.Infinity, results);
        }

        [ExcludeFromDocs]
        public static int GetRayIntersectionNonAlloc(Ray ray, RaycastHit2D[] results, float distance)
        {
            return defaultPhysicsScene.GetRayIntersection(ray, distance, results);
        }

        [RequiredByNativeCode]
        public static int GetRayIntersectionNonAlloc(Ray ray, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("DefaultRaycastLayers")] int layerMask)
        {
            return defaultPhysicsScene.GetRayIntersection(ray, distance, results, layerMask);
        }

        #endregion

        #region Overlap Point

        // Returns a collider overlapping the point.
        [ExcludeFromDocs]
        public static Collider2D OverlapPoint(Vector2 point)
        {
            return defaultPhysicsScene.OverlapPoint(point);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapPoint(Vector2 point, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.OverlapPoint(point, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapPoint(Vector2 point, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.OverlapPoint(point, contactFilter);
        }

        public static Collider2D OverlapPoint(Vector2 point, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapPoint(point, contactFilter);
        }

        // Returns all colliders overlapping the point (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        public static int OverlapPoint(Vector2 point, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapPoint(point, contactFilter, results);
        }

        // Returns all colliders overlapping the point.
        [ExcludeFromDocs]
        public static Collider2D[] OverlapPointAll(Vector2 point)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return OverlapPointAll_Internal(defaultPhysicsScene, point, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapPointAll(Vector2 point, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapPointAll_Internal(defaultPhysicsScene, point, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapPointAll(Vector2 point, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return OverlapPointAll_Internal(defaultPhysicsScene, point, contactFilter);
        }

        public static Collider2D[] OverlapPointAll(Vector2 point, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return OverlapPointAll_Internal(defaultPhysicsScene, point, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapPointAll_Binding")]
        extern private static Collider2D[] OverlapPointAll_Internal(PhysicsScene2D physicsScene, Vector2 point, ContactFilter2D contactFilter);

        // Returns all colliders overlapping the point (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int OverlapPointNonAlloc(Vector2 point, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapPoint(point, results);
        }

        [ExcludeFromDocs]
        public static int OverlapPointNonAlloc(Vector2 point, Collider2D[] results, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.OverlapPoint(point, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int OverlapPointNonAlloc(Vector2 point, Collider2D[] results, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.OverlapPoint(point, contactFilter, results);
        }

        public static int OverlapPointNonAlloc(Vector2 point, Collider2D[] results, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapPoint(point, contactFilter, results);
        }

        #endregion

        #region Overlap Circle

        // Returns a collider overlapping the circle.
        [ExcludeFromDocs]
        public static Collider2D OverlapCircle(Vector2 point, float radius)
        {
            return defaultPhysicsScene.OverlapCircle(point, radius);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapCircle(Vector2 point, float radius, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.OverlapCircle(point, radius, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapCircle(Vector2 point, float radius, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.OverlapCircle(point, radius, contactFilter);
        }

        public static Collider2D OverlapCircle(Vector2 point, float radius, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapCircle(point, radius, contactFilter);
        }

        // Returns all colliders overlapping the circle (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        public static int OverlapCircle(Vector2 point, float radius, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapCircle(point, radius, contactFilter, results);
        }

        // Returns all colliders overlapping the circle.
        [ExcludeFromDocs]
        public static Collider2D[] OverlapCircleAll(Vector2 point, float radius)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return OverlapCircleAll_Internal(defaultPhysicsScene, point, radius, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapCircleAll(Vector2 point, float radius, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapCircleAll_Internal(defaultPhysicsScene, point, radius, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapCircleAll(Vector2 point, float radius, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return OverlapCircleAll_Internal(defaultPhysicsScene, point, radius, contactFilter);
        }

        public static Collider2D[] OverlapCircleAll(Vector2 point, float radius, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return OverlapCircleAll_Internal(defaultPhysicsScene, point, radius, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapCircleAll_Binding")]
        extern private static Collider2D[] OverlapCircleAll_Internal(PhysicsScene2D physicsScene, Vector2 point, float radius, ContactFilter2D contactFilter);

        // Returns all colliders overlapping the circle (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int OverlapCircleNonAlloc(Vector2 point, float radius, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapCircle(point, radius, results);
        }

        [ExcludeFromDocs]
        public static int OverlapCircleNonAlloc(Vector2 point, float radius, Collider2D[] results, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity,  Mathf.Infinity);
            return defaultPhysicsScene.OverlapCircle(point, radius, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int OverlapCircleNonAlloc(Vector2 point, float radius, Collider2D[] results, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth,  Mathf.Infinity);
            return defaultPhysicsScene.OverlapCircle(point, radius, contactFilter, results);
        }

        public static int OverlapCircleNonAlloc(Vector2 point, float radius, Collider2D[] results, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapCircle(point, radius, contactFilter, results);
        }

        #endregion

        #region Overlap Box

        // Returns a collider overlapping the box.
        [ExcludeFromDocs]
        public static Collider2D OverlapBox(Vector2 point, Vector2 size, float angle)
        {
            return defaultPhysicsScene.OverlapBox(point, size, angle);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapBox(Vector2 point, Vector2 size, float angle, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.OverlapBox(point, size, angle, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapBox(Vector2 point, Vector2 size, float angle, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.OverlapBox(point, size, angle, contactFilter);
        }

        public static Collider2D OverlapBox(Vector2 point, Vector2 size, float angle, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapBox(point, size, angle, contactFilter);
        }

        // Returns all colliders overlapping the box (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        public static int OverlapBox(Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapBox(point, size, angle, contactFilter, results);
        }

        // Returns all colliders overlapping the box.
        [ExcludeFromDocs]
        public static Collider2D[] OverlapBoxAll(Vector2 point, Vector2 size, float angle)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return OverlapBoxAll_Internal(defaultPhysicsScene, point, size, angle, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapBoxAll(Vector2 point, Vector2 size, float angle, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapBoxAll_Internal(defaultPhysicsScene, point, size, angle, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapBoxAll(Vector2 point, Vector2 size, float angle, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return OverlapBoxAll_Internal(defaultPhysicsScene, point, size, angle, contactFilter);
        }

        public static Collider2D[] OverlapBoxAll(Vector2 point, Vector2 size, float angle, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return OverlapBoxAll_Internal(defaultPhysicsScene, point, size, angle, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapBoxAll_Binding")]
        extern private static Collider2D[] OverlapBoxAll_Internal(PhysicsScene2D physicsScene, Vector2 point, Vector2 size, float angle, ContactFilter2D contactFilter);

        // Returns all colliders overlapping the box (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int OverlapBoxNonAlloc(Vector2 point, Vector2 size, float angle, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapBox(point, size, angle, results);
        }

        [ExcludeFromDocs]
        public static int OverlapBoxNonAlloc(Vector2 point, Vector2 size, float angle, Collider2D[] results, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.OverlapBox(point, size, angle, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int OverlapBoxNonAlloc(Vector2 point, Vector2 size, float angle, Collider2D[] results, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.OverlapBox(point, size, angle, contactFilter, results);
        }

        public static int OverlapBoxNonAlloc(Vector2 point, Vector2 size, float angle, Collider2D[] results, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapBox(point, size, angle, contactFilter, results);
        }

        #endregion

        #region Overlap Area

        // Returns a collider overlapping the area.
        [ExcludeFromDocs]
        public static Collider2D OverlapArea(Vector2 pointA, Vector2 pointB)
        {
            return defaultPhysicsScene.OverlapArea(pointA, pointB);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.OverlapArea(pointA, pointB, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.OverlapArea(pointA, pointB, contactFilter);
        }

        public static Collider2D OverlapArea(Vector2 pointA, Vector2 pointB, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapArea(pointA, pointB, contactFilter);
        }

        // Returns all colliders overlapping the area (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        public static int OverlapArea(Vector2 pointA, Vector2 pointB, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapArea(pointA, pointB, contactFilter, results);
        }

        // Returns all colliders overlapping the area.
        [ExcludeFromDocs]
        public static Collider2D[] OverlapAreaAll(Vector2 pointA, Vector2 pointB)
        {
            return OverlapAreaAllToBox_Internal(pointA, pointB, DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapAreaAll(Vector2 pointA, Vector2 pointB, int layerMask)
        {
            return OverlapAreaAllToBox_Internal(pointA, pointB, layerMask, -Mathf.Infinity, Mathf.Infinity);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapAreaAll(Vector2 pointA, Vector2 pointB, int layerMask, float minDepth)
        {
            return OverlapAreaAllToBox_Internal(pointA, pointB, layerMask, minDepth, Mathf.Infinity);
        }

        public static Collider2D[] OverlapAreaAll(Vector2 pointA, Vector2 pointB, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            return OverlapAreaAllToBox_Internal(pointA, pointB, layerMask, minDepth, maxDepth);
        }

        private static Collider2D[] OverlapAreaAllToBox_Internal(Vector2 pointA, Vector2 pointB, int layerMask, float minDepth, float maxDepth)
        {
            Vector2 point = (pointA + pointB) * 0.5f;
            Vector2 size = new Vector2(Mathf.Abs(pointA.x - pointB.x), Math.Abs(pointA.y - pointB.y));
            return OverlapBoxAll(point, size, 0.0f, layerMask, minDepth, maxDepth);
        }

        // Returns all colliders overlapping the area (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int OverlapAreaNonAlloc(Vector2 pointA, Vector2 pointB, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapArea(pointA, pointB, results);
        }

        [ExcludeFromDocs]
        public static int OverlapAreaNonAlloc(Vector2 pointA, Vector2 pointB, Collider2D[] results, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.OverlapArea(pointA, pointB, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int OverlapAreaNonAlloc(Vector2 pointA, Vector2 pointB, Collider2D[] results, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.OverlapArea(pointA, pointB, contactFilter, results);
        }

        public static int OverlapAreaNonAlloc(Vector2 pointA, Vector2 pointB, Collider2D[] results, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapArea(pointA, pointB, contactFilter, results);
        }

        #endregion

        #region Overlap Capsule

        // Returns a collider overlapping the capsule.
        [ExcludeFromDocs]
        public static Collider2D OverlapCapsule(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle)
        {
            return defaultPhysicsScene.OverlapCapsule(point, size, direction, angle);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapCapsule(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.OverlapCapsule(point, size, direction, angle, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D OverlapCapsule(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.OverlapCapsule(point, size, direction, angle, contactFilter);
        }

        public static Collider2D OverlapCapsule(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapCapsule(point, size, direction, angle, contactFilter);
        }

        // Returns all colliders overlapping the capsule (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        public static int OverlapCapsule(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapCapsule(point, size, direction, angle, contactFilter, results);
        }

        // Returns all colliders overlapping the capsule.
        [ExcludeFromDocs]
        public static Collider2D[] OverlapCapsuleAll(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(DefaultRaycastLayers, -Mathf.Infinity, Mathf.Infinity);
            return OverlapCapsuleAll_Internal(defaultPhysicsScene, point, size, direction, angle, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapCapsuleAll(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return OverlapCapsuleAll_Internal(defaultPhysicsScene, point, size, direction, angle, contactFilter);
        }

        [ExcludeFromDocs]
        public static Collider2D[] OverlapCapsuleAll(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return OverlapCapsuleAll_Internal(defaultPhysicsScene, point, size, direction, angle, contactFilter);
        }

        public static Collider2D[] OverlapCapsuleAll(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return OverlapCapsuleAll_Internal(defaultPhysicsScene, point, size, direction, angle, contactFilter);
        }

        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("OverlapCapsuleAll_Binding")]
        extern private static Collider2D[] OverlapCapsuleAll_Internal(PhysicsScene2D physicsScene, Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, ContactFilter2D contactFilter);

        // Returns all colliders overlapping the capsule (limited by the size of the array).  This does not produce any garbage.
        [ExcludeFromDocs]
        public static int OverlapCapsuleNonAlloc(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D[] results)
        {
            return defaultPhysicsScene.OverlapCapsule(point, size, direction, angle, results);
        }

        [ExcludeFromDocs]
        public static int OverlapCapsuleNonAlloc(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D[] results, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return defaultPhysicsScene.OverlapCapsule(point, size, direction, angle, contactFilter, results);
        }

        [ExcludeFromDocs]
        public static int OverlapCapsuleNonAlloc(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D[] results, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return defaultPhysicsScene.OverlapCapsule(point, size, direction, angle, contactFilter, results);
        }

        public static int OverlapCapsuleNonAlloc(Vector2 point, Vector2 size, CapsuleDirection2D direction, float angle, Collider2D[] results, [DefaultValue("DefaultRaycastLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return defaultPhysicsScene.OverlapCapsule(point, size, direction, angle, contactFilter, results);
        }

        #endregion

        #region Overlap Collider

        // Returns all colliders overlapping the collider (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        public static int OverlapCollider(Collider2D collider, ContactFilter2D contactFilter, Collider2D[] results)
        {
            return PhysicsScene2D.OverlapCollider(collider, contactFilter, results);
        }

        #endregion

        #region Contacts

        public static int GetContacts(Collider2D collider1, Collider2D collider2, ContactFilter2D contactFilter, ContactPoint2D[] contacts)
        {
            return GetColliderColliderContacts(collider1, collider2, contactFilter, contacts);
        }

        // Get all contacts for this collider.
        public static int GetContacts(Collider2D collider, ContactPoint2D[] contacts)
        {
            return GetColliderContacts(collider, new ContactFilter2D().NoFilter(), contacts);
        }

        // Get filtered contacts for this collider.
        public static int GetContacts(Collider2D collider, ContactFilter2D contactFilter, ContactPoint2D[] contacts)
        {
            return GetColliderContacts(collider, contactFilter, contacts);
        }

        // Get all contacts for this collider.
        public static int GetContacts(Collider2D collider, Collider2D[] colliders)
        {
            return GetColliderContactsCollidersOnly(collider, new ContactFilter2D().NoFilter(), colliders);
        }

        // Get filtered contacts for this collider.
        public static int GetContacts(Collider2D collider, ContactFilter2D contactFilter, Collider2D[] colliders)
        {
            return GetColliderContactsCollidersOnly(collider, contactFilter, colliders);
        }

        // Get all contacts for this rigidbody.
        public static int GetContacts(Rigidbody2D rigidbody, ContactPoint2D[] contacts)
        {
            return GetRigidbodyContacts(rigidbody, new ContactFilter2D().NoFilter(), contacts);
        }

        // Get filtered contacts for this rigidbody.
        public static int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, ContactPoint2D[] contacts)
        {
            return GetRigidbodyContacts(rigidbody, contactFilter, contacts);
        }

        // Get all contacts for this rigidbody.
        public static int GetContacts(Rigidbody2D rigidbody, Collider2D[] colliders)
        {
            return GetRigidbodyContactsCollidersOnly(rigidbody, new ContactFilter2D().NoFilter(), colliders);
        }

        // Get filtered contacts for this rigidbody.
        public static int GetContacts(Rigidbody2D rigidbody, ContactFilter2D contactFilter, Collider2D[] colliders)
        {
            return GetRigidbodyContactsCollidersOnly(rigidbody, contactFilter, colliders);
        }

        // Gets contacts for the specified collider (non-allocating).
        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("GetColliderContacts_Binding")]
        extern private static int GetColliderContacts([NotNull] Collider2D collider, ContactFilter2D contactFilter, [Out] ContactPoint2D[] results);

        // Gets contacts between the specified colliders (non-allocating).
        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("GetColliderColliderContacts_Binding")]
        extern private static int GetColliderColliderContacts([NotNull] Collider2D collider1, [NotNull] Collider2D collider2, ContactFilter2D contactFilter, [Out] ContactPoint2D[] results);

        // Gets contacts for the specified rigidbody (non-allocating).
        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("GetRigidbodyContacts_Binding")]
        extern private static int GetRigidbodyContacts([NotNull] Rigidbody2D rigidbody, ContactFilter2D contactFilter, [Out] ContactPoint2D[] results);

        // Gets contacting colliders for the specified collider (non-allocating) - Colliders Only.
        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("GetColliderContactsCollidersOnly_Binding")]
        extern private static int GetColliderContactsCollidersOnly([NotNull] Collider2D collider, ContactFilter2D contactFilter, [Out] Collider2D[] results);

        // Gets contacting colliders for the specified rigidbody (non-allocating) - Colliders Only.
        [StaticAccessor("PhysicsQuery2D", StaticAccessorType.DoubleColon)]
        [NativeMethod("GetRigidbodyContactsCollidersOnly_Binding")]
        extern private static int GetRigidbodyContactsCollidersOnly([NotNull] Rigidbody2D rigidbody, ContactFilter2D contactFilter, [Out] Collider2D[] results);

        #endregion

        #endregion

        #region Editor

        private static List<Rigidbody2D> m_LastDisabledRigidbody2D = new List<Rigidbody2D>();
        internal static void SetEditorDragMovement(bool dragging, GameObject[] objs)
        {
            // Reset drag behaviour for all previously dragged bodies.
            foreach (var body in m_LastDisabledRigidbody2D)
            {
                if (body != null)
                    body.SetDragBehaviour(false);
            }
            m_LastDisabledRigidbody2D.Clear();

            // If we're not dragging then the work is already done.
            if (!dragging)
                return;

            // Set all bodies drag behaviour.
            foreach (var obj in objs)
            {
                var bodyComponents = obj.GetComponentsInChildren<Rigidbody2D>(false);
                foreach (var body in bodyComponents)
                {
                    m_LastDisabledRigidbody2D.Add(body);
                    body.SetDragBehaviour(true);
                }
            }
        }

        #endregion
    }

    #region Enums

    public enum CapsuleDirection2D
    {
        // Vertical (radii top/bottom)
        Vertical = 0,

        // Horizontal (radii left/right)
        Horizontal = 1
    }

    [Flags]
    public enum RigidbodyConstraints2D
    {
        // No constraints
        None = 0,

        // Freeze motion along the X-axis.
        FreezePositionX = 1 << 0,

        // Freeze motion along the Y-axis.
        FreezePositionY = 1 << 1,

        // Freeze rotation along the Z-axis.
        FreezeRotation = 1 << 2,

        // Freeze motion along all axes.
        FreezePosition = FreezePositionX | FreezePositionY,

        // Freeze rotation and motion along all axes.
        FreezeAll = FreezePosition | FreezeRotation,
    }

    public enum RigidbodyInterpolation2D
    {
        // No Interpolation.
        None = 0,

        // Interpolation will always lag a little bit behind but can be smoother than extrapolation.
        Interpolate = 1,

        // Extrapolation will predict the position of the rigidbody based on the current velocity.
        Extrapolate = 2
    }

    public enum RigidbodySleepMode2D
    {
        // Never sleep.
        NeverSleep = 0,

        // Start the rigid body awake.
        StartAwake = 1,

        // Start the rigid body asleep.
        StartAsleep = 2
    }

    public enum CollisionDetectionMode2D
    {
        // Obsolete.  Use Discrete instead.
        [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)]
        [Obsolete("Enum member CollisionDetectionMode2D.None has been deprecated. Use CollisionDetectionMode2D.Discrete instead (UnityUpgradable) -> Discrete", true)]
        None = 0,

        // Bodies move but may cause colliders to pass through other colliders at higher speeds but is much faster to calculate than continuous mode.
        Discrete = 0,

        // Provides the most accurate collision detection to prevent colliders passing through other colliders at higher speeds but is much more expensive to calculate.
        Continuous = 1
    }

    public enum RigidbodyType2D
    {
        // Dynamic body.
        Dynamic = 0,

        // Kinematic body.
        Kinematic = 1,

        // Static body.
        Static = 2,
    }

    public enum ForceMode2D
    {
        // Add a force to the rigidbody, using its mass.
        Force = 0,

        // Add an instant velocity change (impulse) to the rigidbody, using its mass.
        Impulse = 1,
    }

    internal enum ColliderErrorState2D
    {
        // No errors were encountered when creating the collider.
        None = 0,

        // No shapes were generated when creating the collider.
        NoShapes = 1,

        // Some shapes were removed when creating the collider.
        RemovedShapes = 2
    }

    public enum JointLimitState2D
    {
        // No limit set.
        Inactive = 0,

        // At the lower limit.
        LowerLimit = 1,

        // At the upper limit.
        UpperLimit = 2,

        // At both lower and upper limits (they are identical).
        EqualLimits = 3,
    }

    // Selects source and targets to be used by an Effector2D.
    public enum EffectorSelection2D
    {
        // Rigid-body (refers to the rigid-body center-of-mass).
        Rigidbody = 0,

        // Collider (refers to the centroid of the AABB defined by the collider).
        Collider = 1,
    }


    // The mode used to apply the [[Effector2D]] force.
    public enum EffectorForceMode2D
    {
        // Force is applied at a constant rate.
        Constant = 0,

        // Force is applied inverse-linear relative to a point.
        InverseLinear = 1,

        // Force is applied inverse-squared relative to a point.
        InverseSquared = 2,
    }

    #endregion

    #region Structures

    // Represents the closest points and distance between two colliders.
    [StructLayout(LayoutKind.Sequential)]
    public struct ColliderDistance2D
    {
        private Vector2 m_PointA;
        private Vector2 m_PointB;
        private Vector2 m_Normal;
        private float m_Distance;
        private int m_IsValid;

        // The closest points between the colliders.
        public Vector2 pointA { get { return m_PointA; } set { m_PointA = value; } }
        public Vector2 pointB { get { return m_PointB; } set { m_PointB = value; } }

        // The normal with respect to point A.
        public Vector2 normal { get { return m_Normal; } }

        // Distance between the colliders.
        public float distance { get { return m_Distance; } set { m_Distance = value; } }

        // Gets whether the distance is overlapped or not.
        public bool isOverlapped { get { return m_Distance < 0.0f; } }

        // Gets/Sets whether the distance is valid or not.
        public bool isValid { get { return m_IsValid != 0; } set { m_IsValid = value ? 1 : 0; } }
    }

    [Serializable]
    [StructLayout(LayoutKind.Sequential)]
    [NativeClass("ContactFilter", "struct ContactFilter;")]
    [NativeHeader("Modules/Physics2D/Public/Collider2D.h")]
    [RequiredByNativeCode(Optional = true, GenerateProxy = true)]
    public struct ContactFilter2D
    {
        public ContactFilter2D NoFilter()
        {
            useTriggers = true;

            useLayerMask = false;
            layerMask = Physics2D.AllLayers;

            useDepth = false;
            useOutsideDepth = false;
            minDepth = -Mathf.Infinity;
            maxDepth = Mathf.Infinity;

            useNormalAngle = false;
            useOutsideNormalAngle = false;
            minNormalAngle = 0.0f;
            maxNormalAngle = NormalAngleUpperLimit;

            return this;
        }

        private void CheckConsistency()
        {
            // Clamp depth-range bounds specified as +- infinity to real values.
            minDepth = (minDepth == -Mathf.Infinity || minDepth == Mathf.Infinity || Single.IsNaN(minDepth)) ? Single.MinValue : minDepth;
            maxDepth = (maxDepth == -Mathf.Infinity || maxDepth == Mathf.Infinity || Single.IsNaN(maxDepth)) ? Single.MaxValue : maxDepth;
            if (minDepth > maxDepth)
            {
                var temp = minDepth; minDepth = maxDepth; maxDepth = temp;
            }

            // Clamp normal-range bounds specified as +- infinity to real values.
            minNormalAngle = Single.IsNaN(minNormalAngle) ? 0.0f : Mathf.Clamp(minNormalAngle, 0.0f, NormalAngleUpperLimit);
            maxNormalAngle = Single.IsNaN(maxNormalAngle) ? NormalAngleUpperLimit : Mathf.Clamp(maxNormalAngle, 0.0f, NormalAngleUpperLimit);
            if (minNormalAngle > maxNormalAngle)
            {
                var temp = minNormalAngle; minNormalAngle = maxNormalAngle; maxNormalAngle = temp;
            }
        }

        public void ClearLayerMask() { useLayerMask = false; }
        public void SetLayerMask(LayerMask layerMask) { this.layerMask = layerMask; useLayerMask = true; }

        public void ClearDepth() { useDepth = false; }
        public void SetDepth(float minDepth, float maxDepth)
        {
            this.minDepth = minDepth;
            this.maxDepth = maxDepth;
            useDepth = true;
            CheckConsistency();
        }

        public void ClearNormalAngle() { useNormalAngle = false; }
        public void SetNormalAngle(float minNormalAngle, float maxNormalAngle)
        {
            this.minNormalAngle = minNormalAngle;
            this.maxNormalAngle = maxNormalAngle;
            useNormalAngle = true;
            CheckConsistency();
        }

        public bool isFiltering { get { return !useTriggers || useLayerMask || useDepth || useNormalAngle; } }
        public bool IsFilteringTrigger([Writable] Collider2D collider) { return !useTriggers && collider.isTrigger; }
        public bool IsFilteringLayerMask(GameObject obj) { return useLayerMask && ((layerMask & (1 << obj.layer)) == 0); }

        public bool IsFilteringDepth(GameObject obj)
        {
            if (!useDepth)
                return false;

            if (minDepth > maxDepth)
            {
                var temp = minDepth; minDepth = maxDepth; maxDepth = temp;
            }

            var depth = obj.transform.position.z;

            var result = depth<minDepth || depth> maxDepth;
            if (useOutsideDepth)
                return !result;

            return result;
        }

        public bool IsFilteringNormalAngle(Vector2 normal)
        {
            var angle = Mathf.Atan2(normal.y, normal.x) * Mathf.Rad2Deg;
            return IsFilteringNormalAngle(angle);
        }

        public bool IsFilteringNormalAngle(float angle)
        {
            angle -= Mathf.Floor(angle / NormalAngleUpperLimit) * NormalAngleUpperLimit;
            var minRange = Mathf.Clamp(minNormalAngle, 0.0f, NormalAngleUpperLimit);
            var maxRange = Mathf.Clamp(maxNormalAngle, 0.0f, NormalAngleUpperLimit);
            if (minRange > maxRange)
            {
                var temp = minRange; minRange = maxRange; maxRange = temp;
            }

            var result = angle<minRange || angle> maxRange;
            if (useOutsideNormalAngle)
                return !result;

            return result;
        }

        [NativeName("m_UseTriggers")]
        public bool useTriggers;
        [NativeName("m_UseLayerMask")]
        public bool useLayerMask;
        [NativeName("m_UseDepth")]
        public bool useDepth;
        [NativeName("m_UseOutsideDepth")]
        public bool useOutsideDepth;
        [NativeName("m_UseNormalAngle")]
        public bool useNormalAngle;
        [NativeName("m_UseOutsideNormalAngle")]
        public bool useOutsideNormalAngle;
        [NativeName("m_LayerMask")]
        public LayerMask layerMask;
        [NativeName("m_MinDepth")]
        public float minDepth;
        [NativeName("m_MaxDepth")]
        public float maxDepth;
        [NativeName("m_MinNormalAngle")]
        public float minNormalAngle;
        [NativeName("m_MaxNormalAngle")]
        public float maxNormalAngle;

        public const float NormalAngleUpperLimit = 359.9999f;

        // This can be removed once all the legacy calls that use this filter are eventually deprecated and removed.
        static internal ContactFilter2D CreateLegacyFilter(int layerMask, float minDepth, float maxDepth)
        {
            var contactFilter = new ContactFilter2D();
            contactFilter.useTriggers = Physics2D.queriesHitTriggers;
            contactFilter.SetLayerMask(layerMask);
            contactFilter.SetDepth(minDepth, maxDepth);
            return contactFilter;
        }
    }

    // Describes a collision.
    [UsedByNativeCode]
    [StructLayout(LayoutKind.Sequential)]
    public partial class Collision2D
    {
        internal int m_Collider;
        internal int m_OtherCollider;
        internal int m_Rigidbody;
        internal int m_OtherRigidbody;
        internal Vector2 m_RelativeVelocity;
        internal int m_Enabled;
        internal int m_ContactCount;
        internal ContactPoint2D[] m_RecycledContacts;
        internal ContactPoint2D[] m_LegacyContacts;

        // Return the appropriate contacts array.
        private ContactPoint2D[] GetContacts_Internal() { return m_LegacyContacts == null ? m_RecycledContacts : m_LegacyContacts; }

        // The first collider involved in the collision.
        public Collider2D collider { get { return Object.FindObjectFromInstanceID(m_Collider) as Collider2D; } }

        // The other collider in contact.
        public Collider2D otherCollider { get { return Object.FindObjectFromInstanceID(m_OtherCollider) as Collider2D; } }

        // The rigid-body involved in the collision.
        public Rigidbody2D rigidbody { get { return Object.FindObjectFromInstanceID(m_Rigidbody) as Rigidbody2D; } }

        // The other rigid-body involved in the collision.
        public Rigidbody2D otherRigidbody { get { return Object.FindObjectFromInstanceID(m_OtherRigidbody) as Rigidbody2D; } }

        // The transform of the rigid-body or if no rigid-body is available (static collider), the collider transform.
        public Transform transform { get { return rigidbody != null ? rigidbody.transform : collider.transform; } }

        // The game object of the rigid-body or if no rigid-body is available, the collider transform.
        public GameObject gameObject { get { return rigidbody != null ? rigidbody.gameObject : collider.gameObject; } }

        // The relative velocity between the two bodies.
        public Vector2 relativeVelocity { get { return m_RelativeVelocity; } }

        // Whether the collision is enabled or not.  Effectors can temporarily disable a collision but all collisions are reported.
        public bool enabled { get { return m_Enabled == 1; } }

        // The contact points.
        public ContactPoint2D[] contacts
        {
            get
            {
                if (m_LegacyContacts == null)
                {
                    m_LegacyContacts = new ContactPoint2D[m_ContactCount];
                    Array.Copy(m_RecycledContacts, m_LegacyContacts, m_ContactCount);
                }

                return m_LegacyContacts;
            }
        }

        // Returns the number of contacts.
        public int contactCount { get { return m_ContactCount; } }

        // Get contact at specific index.
        public ContactPoint2D GetContact(int index)
        {
            if (index < 0 || index >= m_ContactCount)
                throw new ArgumentOutOfRangeException(String.Format("Cannot get contact at index {0}. There are {1} contact(s).", index, m_ContactCount));

            return GetContacts_Internal()[index];
        }

        // Get contacts for this collision.
        public int GetContacts(ContactPoint2D[] contacts)
        {
            if (contacts == null)
                throw new NullReferenceException("Cannot get contacts as the provided array is NULL.");

            var contactCount = Mathf.Min(m_ContactCount, contacts.Length);
            Array.Copy(GetContacts_Internal(), contacts, contactCount);
            return contactCount;
        }
    };


    // Describes a contact point where the collision occurs.
    [RequiredByNativeCode(Optional = true, GenerateProxy = true)]
    [StructLayout(LayoutKind.Sequential)]
    [NativeClass("ScriptingContactPoint2D", "struct ScriptingContactPoint2D;")]
    [NativeHeader("Modules/Physics2D/Public/PhysicsScripting2D.h")]
    public struct ContactPoint2D
    {
        [NativeName("point")]
        private Vector2 m_Point;

        [NativeName("normal")]
        private Vector2 m_Normal;

        [NativeName("relativeVelocity")]
        private Vector2 m_RelativeVelocity;

        [NativeName("separation")]
        private float m_Separation;

        [NativeName("normalImpulse")]
        private float m_NormalImpulse;

        [NativeName("tangentImpulse")]
        private float m_TangentImpulse;

        [NativeName("collider")]
        private int m_Collider;

        [NativeName("otherCollider")]
        private int m_OtherCollider;

        [NativeName("rigidbody")]
        private int m_Rigidbody;

        [NativeName("otherRigidbody")]
        private int m_OtherRigidbody;

        [NativeName("enabled")]
        private int m_Enabled;

        // The point of contact.
        public Vector2 point  { get { return m_Point; } }

        // Normal of the contact point.
        public Vector2 normal { get { return m_Normal; } }

        // Separation of colliders at the intersection point (negative means overlap).
        public float separation { get { return m_Separation; } }

        // The impulse applied by the solver along the contact normal.
        public float normalImpulse { get { return m_NormalImpulse; } }

        // The impulse applied by the solver along the contact normal tangent.
        public float tangentImpulse { get { return m_TangentImpulse; } }

        // The relative velocity between the two colliders at the contact point.
        public Vector2 relativeVelocity { get { return m_RelativeVelocity; } }

        // The first collider in contact.
        public Collider2D collider { get { return Object.FindObjectFromInstanceID(m_Collider) as Collider2D; } }

        // The other collider in contact.
        public Collider2D otherCollider { get { return Object.FindObjectFromInstanceID(m_OtherCollider) as Collider2D; } }

        // The rigid-body involved in the collision.
        public Rigidbody2D rigidbody { get { return Object.FindObjectFromInstanceID(m_Rigidbody) as Rigidbody2D; } }

        // The other rigid-body involved in the collision.
        public Rigidbody2D otherRigidbody { get { return Object.FindObjectFromInstanceID(m_OtherRigidbody) as Rigidbody2D; } }

        // Whether the contact is enabled or not.  Effectors can temporarily disable a contact but all contact are reported.
        public bool enabled { get { return m_Enabled == 1; } }
    }

    // JointAngleLimits2D is used by the HingeJoint2D to limit the joints angle.
    [StructLayout(LayoutKind.Sequential)]
    public struct JointAngleLimits2D
    {
        private float m_LowerAngle;
        private float m_UpperAngle;

        // The lower angle limit of the joint.
        public float min { get { return m_LowerAngle; } set { m_LowerAngle = value; } }

        // The upper angle limit of the joint.
        public float max { get { return m_UpperAngle; } set { m_UpperAngle = value; } }
    }

    // JointTranslationLimits2D is used by the SliderJoint2D to limit the joints translation.
    [StructLayout(LayoutKind.Sequential)]
    public struct JointTranslationLimits2D
    {
        private float m_LowerTranslation;
        private float m_UpperTranslation;

        // The lower translation limit of the joint.
        public float min { get { return m_LowerTranslation; } set { m_LowerTranslation = value; } }

        // The upper translation limit of the joint.
        public float max { get { return m_UpperTranslation; } set { m_UpperTranslation = value; } }
    }

    // JointMotor2D is used by the HingeJoint2D, SliderJoint2D and WheelJoint2D to motorize a joint.
    [StructLayout(LayoutKind.Sequential)]
    public struct JointMotor2D
    {
        private float m_MotorSpeed;
        private float m_MaximumMotorTorque;

        // The target motor speed in degrees/second.
        public float motorSpeed { get { return m_MotorSpeed; } set { m_MotorSpeed = value; } }

        // The maximum torque in N-m the motor can use to achieve the desired motor speed.
        public float maxMotorTorque { get { return m_MaximumMotorTorque; } set { m_MaximumMotorTorque = value; } }
    }

    // JointSuspension2D is used by the WheelJoint2D to add suspension to a joint.
    [StructLayout(LayoutKind.Sequential)]
    public struct JointSuspension2D
    {
        private float m_DampingRatio;
        private float m_Frequency;
        private float m_Angle;

        // The damping ratio for the oscillation of the suspension.  0 means no damping.  1 means critical damping.  range { 0.0, 1.0 }
        public float dampingRatio { get { return m_DampingRatio; } set { m_DampingRatio = value; } }

        // The frequency in Hertz for the oscillation of the suspension.  range { 0.0, infinity }
        public float frequency { get { return m_Frequency; } set { m_Frequency = value; } }

        // The local movement angle for the suspension.
        public float angle { get { return m_Angle; } set { m_Angle = value; } }
    }

    // NOTE: must match memory layout of native RaycastHit2D
    [RequiredByNativeCode(Optional = true, GenerateProxy = true)]
    [StructLayout(LayoutKind.Sequential)]
    [NativeClass("RaycastHit2D", "struct RaycastHit2D;")]
    [NativeHeader("Runtime/Interfaces/IPhysics2D.h")]
    public partial struct RaycastHit2D
    {
        [NativeName("centroid")]
        private Vector2 m_Centroid;

        [NativeName("point")]
        private Vector2 m_Point;

        [NativeName("normal")]
        private Vector2 m_Normal;

        [NativeName("distance")]
        private float m_Distance;

        [NativeName("fraction")]
        private float m_Fraction;

        [NativeName("collider")]
        private int m_Collider;

        public Vector2 centroid
        {
            get { return m_Centroid; }
            set { m_Centroid = value; }
        }

        public Vector2 point
        {
            get { return m_Point; }
            set { m_Point = value; }
        }

        public Vector2 normal
        {
            get { return m_Normal; }
            set { m_Normal = value; }
        }

        public float distance
        {
            get { return m_Distance; }
            set { m_Distance = value; }
        }

        public float fraction
        {
            get { return m_Fraction; }
            set { m_Fraction = value; }
        }

        public Collider2D collider
        {
            get { return Object.FindObjectFromInstanceID(m_Collider) as Collider2D; }
        }

        public Rigidbody2D rigidbody
        {
            get { return collider != null ? collider.attachedRigidbody : null; }
        }

        public Transform transform
        {
            get
            {
                Rigidbody2D body = rigidbody;
                if (body != null)
                    return body.transform;
                else if (collider != null)
                    return collider.transform;
                else
                    return null;
            }
        }

        // Implicitly convert a hit to a boolean based upon whether a collider reference exists or not.
        public static implicit operator bool(RaycastHit2D hit)
        {
            return hit.collider != null;
        }

        // Compare the hit by fraction along the ray.  If no colliders exist then fraction is moved "up".  This allows sorting an array of sparse results.
        public int CompareTo(RaycastHit2D other)
        {
            if (collider == null) return 1;
            if (other.collider == null) return -1;
            return fraction.CompareTo(other.fraction);
        }
    }

    [RequiredByNativeCode(Optional = true, GenerateProxy = true)]
    [StructLayout(LayoutKind.Sequential)]
    [NativeClass("PhysicsJobOptions2D", "struct PhysicsJobOptions2D;")]
    [NativeHeader("Modules/Physics2D/Public/Physics2DSettings.h")]
    public partial struct PhysicsJobOptions2D
    {
        private bool m_UseMultithreading;
        private bool m_UseConsistencySorting;
        private int m_InterpolationPosesPerJob;
        private int m_NewContactsPerJob;
        private int m_CollideContactsPerJob;
        private int m_ClearFlagsPerJob;
        private int m_ClearBodyForcesPerJob;
        private int m_SyncDiscreteFixturesPerJob;
        private int m_SyncContinuousFixturesPerJob;
        private int m_FindNearestContactsPerJob;
        private int m_UpdateTriggerContactsPerJob;
        private int m_IslandSolverCostThreshold;
        private int m_IslandSolverBodyCostScale;
        private int m_IslandSolverContactCostScale;
        private int m_IslandSolverJointCostScale;
        private int m_IslandSolverBodiesPerJob;
        private int m_IslandSolverContactsPerJob;

        public bool useMultithreading { get { return m_UseMultithreading; } set { m_UseMultithreading = value; } }
        public bool useConsistencySorting { get { return m_UseConsistencySorting; } set { m_UseConsistencySorting = value; } }
        public int interpolationPosesPerJob { get { return m_InterpolationPosesPerJob; } set { m_InterpolationPosesPerJob = value; } }
        public int newContactsPerJob { get { return m_NewContactsPerJob; } set { m_NewContactsPerJob = value; } }
        public int collideContactsPerJob { get { return m_CollideContactsPerJob; } set { m_CollideContactsPerJob = value; } }
        public int clearFlagsPerJob { get { return m_ClearFlagsPerJob; } set { m_ClearFlagsPerJob = value; } }
        public int clearBodyForcesPerJob { get { return m_ClearBodyForcesPerJob; } set { m_ClearBodyForcesPerJob = value; } }
        public int syncDiscreteFixturesPerJob { get { return m_SyncDiscreteFixturesPerJob; } set { m_SyncDiscreteFixturesPerJob = value; } }
        public int syncContinuousFixturesPerJob { get { return m_SyncContinuousFixturesPerJob; } set { m_SyncContinuousFixturesPerJob = value; } }
        public int findNearestContactsPerJob { get { return m_FindNearestContactsPerJob; } set { m_FindNearestContactsPerJob = value; } }
        public int updateTriggerContactsPerJob { get { return m_UpdateTriggerContactsPerJob; } set { m_UpdateTriggerContactsPerJob = value; } }
        public int islandSolverCostThreshold { get { return m_IslandSolverCostThreshold; } set { m_IslandSolverCostThreshold = value; } }
        public int islandSolverBodyCostScale { get { return m_IslandSolverBodyCostScale; } set { m_IslandSolverBodyCostScale = value; } }
        public int islandSolverContactCostScale { get { return m_IslandSolverContactCostScale; } set { m_IslandSolverContactCostScale = value; } }
        public int islandSolverJointCostScale { get { return m_IslandSolverJointCostScale; } set { m_IslandSolverJointCostScale = value; } }
        public int islandSolverBodiesPerJob { get { return m_IslandSolverBodiesPerJob; } set { m_IslandSolverBodiesPerJob = value; } }
        public int islandSolverContactsPerJob { get { return m_IslandSolverContactsPerJob; } set { m_IslandSolverContactsPerJob = value; } }
    }

    #endregion

    #region Rigidbody Components

    [NativeHeader("Modules/Physics2D/Public/Rigidbody2D.h")]
    [RequireComponent(typeof(Transform))]
    public sealed partial class Rigidbody2D : Component
    {
        // The position of the rigidbody.
        extern public Vector2 position { get; set; }

        // The rotation of the rigidbody.
        extern public float rotation { get; set; }

        // Moves the rigidbody to /position/ during the next fixed update.
        extern public void MovePosition(Vector2 position);

        // Rotates the rigidbody to /angle/ during the next fixed update.
        extern public void MoveRotation(float angle);

        // The linear velocity vector of the object.
        extern public Vector2 velocity { get; set; }

        // The angular velocity vector of the object in degrees/sec.
        extern public float angularVelocity { get; set; }

        // Whether to calculate the mass from the collider(s) density and area.
        extern public bool useAutoMass { get; set; }

        // Controls the mass of the object by adjusting the density of all colliders attached to the object.
        extern public float mass { get; set; }

        // The shared physics material of this rigidbody.
        [NativeMethod("Material")]
        extern public PhysicsMaterial2D sharedMaterial { get; set; }

        // The center of mass (defined relative in local space).
        extern public Vector2 centerOfMass { get; set; }

        // The center of mass of the rigidbody in world space (read-only).
        extern public Vector2 worldCenterOfMass { get; }

        // The rotational inertia of the rigidbody about the local origin in kg-m^2 (read-only).
        extern public float inertia { get; set; }

        // The (linear) drag of the object.
        extern public float drag { get; set; }

        // The angular drag of the object.
        extern public float angularDrag { get; set; }

        // Controls the effect of gravity on the object.
        extern public float gravityScale { get; set; }

        // Controls the rigid body type.
        extern public RigidbodyType2D bodyType
        {
            get;
            [NativeMethod("SetBodyType_Binding")]
            set;
        }

        // Used internally when dragging a rigid-body.
        extern internal void SetDragBehaviour(bool dragged);

        // Should kinematic/kinematic and kinematic/static contacts be allowed?
        extern public bool useFullKinematicContacts { get; set; }

        // This property is obsolete but will be deprecated at a later date as it's commonly used.
        // The end-user should use bodyType instead.
        public bool isKinematic { get { return bodyType == RigidbodyType2D.Kinematic; } set { bodyType = value ? RigidbodyType2D.Kinematic : RigidbodyType2D.Dynamic; } }

        //OBSOLETE warning
        [Obsolete("'fixedAngle' is no longer supported. Use constraints instead.", false)]
        [NativeMethod("FreezeRotation")]
        extern public bool fixedAngle { get; set; }

        // Controls whether physics will change the rotation of the object.
        extern public bool freezeRotation { get; set; }

        // Controls constrained motion and/or rotation.
        extern public RigidbodyConstraints2D constraints { get; set; }

        // Checks whether the rigid body is sleeping or not.
        extern public bool IsSleeping();

        // Checks whether the rigid body is awake or not.
        extern public bool IsAwake();

        // Sets the rigid body into a sleep state.
        extern public void Sleep();

        // Wakes the rigid from sleeping.
        [NativeMethod("Wake")]
        extern public void WakeUp();

        // Sets whether the rigid body should be simulated or not.
        extern public bool simulated
        {
            get;
            [NativeMethod("SetSimulated_Binding")]
            set;
        }

        // Interpolation allows you to smooth out the effect of running physics at a fixed rate.
        extern public RigidbodyInterpolation2D interpolation { get; set; }

        // Controls how the object sleeps.
        extern public RigidbodySleepMode2D sleepMode { get; set; }

        // The rigidbody collision detection mode.
        extern public CollisionDetectionMode2D collisionDetectionMode { get; set; }

        // Gets a count of the colliders attached to this rigidbody.
        extern public int attachedColliderCount { get; }

        // Get whether any attached collider(s) are currently touching a specific collider or not.
        extern public bool IsTouching([NotNull][Writable] Collider2D collider);

        // Get whether any attached collider(s) are currently touching a specific collider or not allowed by the contact filter.
        public bool IsTouching([Writable] Collider2D collider, ContactFilter2D contactFilter) { return IsTouching_OtherColliderWithFilter_Internal(collider, contactFilter); }
        [NativeMethod("IsTouching")]
        extern private bool IsTouching_OtherColliderWithFilter_Internal([NotNull][Writable] Collider2D collider, ContactFilter2D contactFilter);

        // Get whether any attached collider(s) are currently touching anything defined by the contact filter.
        public bool IsTouching(ContactFilter2D contactFilter) { return IsTouching_AnyColliderWithFilter_Internal(contactFilter); }
        [NativeMethod("IsTouching")]
        extern private bool IsTouching_AnyColliderWithFilter_Internal(ContactFilter2D contactFilter);

        // Get whether any attached collider(s) are touching the specific layer(s).
        [ExcludeFromDocs]
        public bool IsTouchingLayers() { return IsTouchingLayers(Physics2D.AllLayers); }
        extern public bool IsTouchingLayers([DefaultValue("Physics2D.AllLayers")] int layerMask);

        // Checks whether the specified point overlaps all the rigidbody collider(s) or not.
        extern public bool OverlapPoint(Vector2 point);

        // Get the shortest distance and the respective points between all colliders on this rigidbody and another collider.
        public ColliderDistance2D Distance([Writable] Collider2D collider)
        {
            if (collider == null)
                throw new ArgumentNullException("Collider cannot be null.");

            if (collider.attachedRigidbody == this)
                throw new ArgumentException("The collider cannot be attached to the Rigidbody2D being searched.");

            return Distance_Internal(collider);
        }

        [NativeMethod("Distance")]
        extern private ColliderDistance2D Distance_Internal([NotNull][Writable] Collider2D collider);

        // Adds /force/ (defined in global space) to the rigidbody center-of-mass.  No torque is therefore generated.
        [ExcludeFromDocs]
        public void AddForce(Vector2 force) { AddForce(force, ForceMode2D.Force); }
        extern public void AddForce(Vector2 force, [DefaultValue("ForceMode2D.Force")] ForceMode2D mode);

        // Adds /relativeForce/ (defined relative in local space) to the rigidbody center-of-mass.  No torque is therefore generated.
        [ExcludeFromDocs]
        public void AddRelativeForce(Vector2 relativeForce) { AddRelativeForce(relativeForce, ForceMode2D.Force); }
        extern public void AddRelativeForce(Vector2 relativeForce, [DefaultValue("ForceMode2D.Force")] ForceMode2D mode);

        // Applies /force/ at /position/ (both defined in global space) to the rigidbody.  Torque therefore can be generated.
        [ExcludeFromDocs]
        public void AddForceAtPosition(Vector2 force, Vector2 position) { AddForceAtPosition(force, position, ForceMode2D.Force); }
        extern public void AddForceAtPosition(Vector2 force, Vector2 position, [DefaultValue("ForceMode2D.Force")] ForceMode2D mode);

        // Adds /torque/ to the rigidbody.
        [ExcludeFromDocs]
        public void AddTorque(float torque) { AddTorque(torque, ForceMode2D.Force); }
        extern public void AddTorque(float torque, [DefaultValue("ForceMode2D.Force")] ForceMode2D mode);

        // Converts a /point/ (defined in global space) to a point in local space.
        extern public Vector2 GetPoint(Vector2 point);

        // Converts a /relativePoint/ (defined relative in local space) to a point in global space.
        extern public Vector2 GetRelativePoint(Vector2 relativePoint);

        // Converts a /vector/ (defined in global space) to a vector in local space.
        extern public Vector2 GetVector(Vector2 vector);

        // Converts a /relativeVector/ (defined relative in local space) to a vector in global space.
        extern public Vector2 GetRelativeVector(Vector2 relativeVector);

        // The velocity of the rigidbody at the point /worldPoint/ in global space.
        extern public Vector2 GetPointVelocity(Vector2 point);

        // The velocity relative to the rigidbody at the point /relativePoint/.
        extern public Vector2 GetRelativePointVelocity(Vector2 relativePoint);

        // Returns all colliders overlapping the colliders attached to this rigidbody (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        [NativeMethod("OverlapCollider_Binding")]
        extern public int OverlapCollider(ContactFilter2D contactFilter, [Out] Collider2D[] results);

        // Get all contacts for this rigidbody.
        public int GetContacts(ContactPoint2D[] contacts)
        {
            return Physics2D.GetContacts(this, new ContactFilter2D().NoFilter(), contacts);
        }

        // Get filtered contacts for this rigidbody.
        public int GetContacts(ContactFilter2D contactFilter, ContactPoint2D[] contacts)
        {
            return Physics2D.GetContacts(this, contactFilter, contacts);
        }

        // Get all contacts for this rigidbody (collider results).
        public int GetContacts(Collider2D[] colliders)
        {
            return Physics2D.GetContacts(this, new ContactFilter2D().NoFilter(), colliders);
        }

        // Get filtered contacts for this rigidbody (collider results).
        public int GetContacts(ContactFilter2D contactFilter, Collider2D[] colliders)
        {
            return Physics2D.GetContacts(this, contactFilter, colliders);
        }

        // Get all colliders attached to this rigidbody.
        [NativeMethod("GetAttachedColliders_Binding")]
        extern public int GetAttachedColliders([Out] Collider2D[] results);

        // Returns the hits from casting all the rigidbody collider(s) along a ray.
        [ExcludeFromDocs]
        public int Cast(Vector2 direction, RaycastHit2D[] results)
        {
            return Cast_Internal(direction, Mathf.Infinity, results);
        }

        public int Cast(Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance)
        {
            return Cast_Internal(direction, distance, results);
        }

        // Returns the hits from casting all the rigidbody collider(s) along a ray (filtered by the contact filter).
        [ExcludeFromDocs]
        public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return CastFiltered_Internal(direction, Mathf.Infinity, contactFilter, results);
        }

        public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance)
        {
            return CastFiltered_Internal(direction, distance, contactFilter, results);
        }

        [NativeMethod("Cast_Binding")]
        extern private int Cast_Internal(Vector2 direction, [DefaultValue("Mathf.Infinity")] float distance, [Out] RaycastHit2D[] results);

        [NativeMethod("CastFiltered_Binding")]
        extern private int CastFiltered_Internal(Vector2 direction, float distance, ContactFilter2D contactFilter, [Out] RaycastHit2D[] results);
    }

    #endregion

    #region Collider Components

    [RequireComponent(typeof(Transform))]
    [NativeHeader("Modules/Physics2D/Public/Collider2D.h")]
    [RequiredByNativeCode(Optional = true)]
    public partial class Collider2D : Behaviour
    {
        // The density of the collider.
        extern public float density { get; set; }

        // Gets whether the collider is a trigger or not.
        extern public bool isTrigger { get; set; }

        // Whether the collider is used by an attached effector or not.
        extern public bool usedByEffector { get; set; }

        // Whether the collider can be used by an attached composite collider or not.
        extern public bool usedByComposite { get; set; }

        // Gets the attached composite.
        extern public CompositeCollider2D composite { get; }

        // The local offset of the collider geometry.
        extern public Vector2 offset { get; set; }

        // Gets the attached rigid-body if it exists.
        extern public Rigidbody2D attachedRigidbody {[NativeMethod("GetAttachedRigidbody_Binding")] get; }

        // Gets the number of shapes this collider has generated.
        extern public int shapeCount { get; }

        // The world space bounding volume of the collider.
        extern public Bounds bounds { get; }

        // Gets the collider error state indicating indicating if anything (and what) went wrong creating collision shape(s).
        extern internal ColliderErrorState2D errorState { get; }

        // Is the collider capable of being composited?
        extern internal bool compositeCapable {[NativeMethod("GetCompositeCapable_Binding")] get; }

        // The shared physics material of this collider.
        extern public PhysicsMaterial2D sharedMaterial
        {
            [NativeMethod("GetMaterial")]
            get;
            [NativeMethod("SetMaterial")]
            set;
        }

        // Gets the effective friction used by the collider.
        extern public float friction { get; }

        // Gets the effective bounciness used by the collider.
        extern public float bounciness { get; }

        // Get whether this collider is currently touching a specific collider or not.
        extern public bool IsTouching([NotNull][Writable] Collider2D collider);

        // Get whether this collider is currently touching a specific collider or not defined by the contact filter.
        public bool IsTouching([Writable] Collider2D collider, ContactFilter2D contactFilter) { return IsTouching_OtherColliderWithFilter(collider, contactFilter); }
        [NativeMethod("IsTouching")]
        extern private bool IsTouching_OtherColliderWithFilter([NotNull][Writable] Collider2D collider, ContactFilter2D contactFilter);

        // Get whether this collider is currently touching anything defined by the contact filter.
        public bool IsTouching(ContactFilter2D contactFilter) { return IsTouching_AnyColliderWithFilter(contactFilter); }
        [NativeMethod("IsTouching")]
        extern private bool IsTouching_AnyColliderWithFilter(ContactFilter2D contactFilter);

        // Get whether the specific collider is touching the specific layer(s).
        [ExcludeFromDocs]
        public bool IsTouchingLayers() { return IsTouchingLayers(Physics2D.AllLayers); }
        extern public bool IsTouchingLayers([DefaultValue("Physics2D.AllLayers")] int layerMask);

        // Checks whether the specified point overlaps the collider or not.
        extern public bool OverlapPoint(Vector2 point);

        // Get the shortest distance and the respective points between this collider and another.
        public ColliderDistance2D Distance([Writable] Collider2D collider)
        {
            return Physics2D.Distance(this, collider);
        }

        // Returns all colliders overlapping this collider (limited by the size of the array) but filters using ContactFilter2D.  This does not produce any garbage.
        public int OverlapCollider(ContactFilter2D contactFilter, Collider2D[] results)
        {
            return PhysicsScene2D.OverlapCollider(this, contactFilter, results);
        }

        // Get all contacts for this collider.
        public int GetContacts(ContactPoint2D[] contacts)
        {
            return Physics2D.GetContacts(this, new ContactFilter2D().NoFilter(), contacts);
        }

        // Get filtered contacts for this collider.
        public int GetContacts(ContactFilter2D contactFilter, ContactPoint2D[] contacts)
        {
            return Physics2D.GetContacts(this, contactFilter, contacts);
        }

        // Get all contacts for this collider.
        public int GetContacts(Collider2D[] colliders)
        {
            return Physics2D.GetContacts(this, new ContactFilter2D().NoFilter(), colliders);
        }

        // Get filtered contacts for this collider.
        public int GetContacts(ContactFilter2D contactFilter, Collider2D[] colliders)
        {
            return Physics2D.GetContacts(this, contactFilter, colliders);
        }

        // Returns the hits from casting the collider along a ray.
        [ExcludeFromDocs]
        public int Cast(Vector2 direction, RaycastHit2D[] results)
        {
            ContactFilter2D contactFilter = new ContactFilter2D();
            contactFilter.useTriggers = Physics2D.queriesHitTriggers;
            contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(this.gameObject.layer));

            return Cast_Internal(direction, Mathf.Infinity, contactFilter, true, results);
        }

        [ExcludeFromDocs]
        public int Cast(Vector2 direction, RaycastHit2D[] results, float distance)
        {
            ContactFilter2D contactFilter = new ContactFilter2D();
            contactFilter.useTriggers = Physics2D.queriesHitTriggers;
            contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(this.gameObject.layer));

            return Cast_Internal(direction, distance, contactFilter, true, results);
        }

        public int Cast(Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("true")] bool ignoreSiblingColliders)
        {
            ContactFilter2D contactFilter = new ContactFilter2D();
            contactFilter.useTriggers = Physics2D.queriesHitTriggers;
            contactFilter.SetLayerMask(Physics2D.GetLayerCollisionMask(this.gameObject.layer));

            return Cast_Internal(direction, distance, contactFilter, ignoreSiblingColliders, results);
        }

        // Returns the hits from casting the collider along a ray.
        [ExcludeFromDocs]
        public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return Cast_Internal(direction, Mathf.Infinity, contactFilter, true, results);
        }

        [ExcludeFromDocs]
        public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, float distance)
        {
            return Cast_Internal(direction, distance, contactFilter, true, results);
        }

        public int Cast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("true")] bool ignoreSiblingColliders)
        {
            return Cast_Internal(direction, distance, contactFilter, ignoreSiblingColliders, results);
        }

        [NativeMethod("Cast_Binding")]
        extern private int Cast_Internal(Vector2 direction, float distance, ContactFilter2D contactFilter, bool ignoreSiblingColliders, [Out] RaycastHit2D[] results);

        // Returns all hits along the ray (limited by the size of the array) excluding this collider.  This does not produce any garbage.
        [ExcludeFromDocs]
        public int Raycast(Vector2 direction, RaycastHit2D[] results)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(Physics2D.AllLayers, -Mathf.Infinity, Mathf.Infinity);
            return Raycast_Internal(direction, Mathf.Infinity, contactFilter, results);
        }

        [ExcludeFromDocs]
        public int Raycast(Vector2 direction, RaycastHit2D[] results, float distance)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(Physics2D.AllLayers, -Mathf.Infinity, Mathf.Infinity);
            return Raycast_Internal(direction, distance, contactFilter, results);
        }

        [ExcludeFromDocs]
        public int Raycast(Vector2 direction, RaycastHit2D[] results, float distance, int layerMask)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, -Mathf.Infinity, Mathf.Infinity);
            return Raycast_Internal(direction, distance, contactFilter, results);
        }

        [ExcludeFromDocs]
        public int Raycast(Vector2 direction, RaycastHit2D[] results, float distance, int layerMask, float minDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, Mathf.Infinity);
            return Raycast_Internal(direction, distance, contactFilter, results);
        }

        public int Raycast(Vector2 direction, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance, [DefaultValue("Physics2D.AllLayers")] int layerMask, [DefaultValue("-Mathf.Infinity")] float minDepth, [DefaultValue("Mathf.Infinity")] float maxDepth)
        {
            var contactFilter = ContactFilter2D.CreateLegacyFilter(layerMask, minDepth, maxDepth);
            return Raycast_Internal(direction, distance, contactFilter, results);
        }

        // Returns all hits along the ray (limited by the size of the array) excluding this collider.  This does not produce any garbage.
        [ExcludeFromDocs]
        public int Raycast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results)
        {
            return Raycast_Internal(direction, Mathf.Infinity, contactFilter, results);
        }

        public int Raycast(Vector2 direction, ContactFilter2D contactFilter, RaycastHit2D[] results, [DefaultValue("Mathf.Infinity")] float distance)
        {
            return Raycast_Internal(direction, distance, contactFilter, results);
        }

        [NativeMethod("Raycast_Binding")]
        extern private int Raycast_Internal(Vector2 direction, float distance, ContactFilter2D contactFilter, [Out] RaycastHit2D[] results);
    }

    [NativeHeader("Modules/Physics2D/Public/CircleCollider2D.h")]
    public sealed partial class CircleCollider2D : Collider2D
    {
        // The radius of the circle.
        extern public float radius { get; set; }
    }

    [NativeHeader("Modules/Physics2D/Public/CapsuleCollider2D.h")]
    public sealed partial class CapsuleCollider2D : Collider2D
    {
        // The size of the capsule.
        extern public Vector2 size { get; set; }

        // The direction of the capsule.
        extern public CapsuleDirection2D direction { get; set; }
    }

    [NativeHeader("Modules/Physics2D/Public/EdgeCollider2D.h")]
    public sealed partial class EdgeCollider2D : Collider2D
    {
        // Reset to a single horizontal edge.
        extern public void Reset();

        // The radius of the edge(s).
        extern public float edgeRadius { get; set; }

        // Get the number of edges.  This is one less than the number of points.
        extern public int edgeCount { get; }

        // Get the number of points.  This cannot be less than two which will form a single edge.
        extern public int pointCount { get; }

        // Get or set the points defining multiple continuous edges.
        extern public Vector2[] points { get; set; }
    }

    [NativeHeader("Modules/Physics2D/Public/BoxCollider2D.h")]
    public sealed partial class BoxCollider2D : Collider2D
    {
        // The size of the box.
        extern public Vector2 size { get; set; }

        // The radius of the edge(s).
        extern public float edgeRadius  { get; set; }

        // Get/Set auto sprite tiling.
        extern public bool autoTiling  { get; set; }
    }

    [NativeHeader("Modules/Physics2D/Public/PolygonCollider2D.h")]
    public sealed partial class PolygonCollider2D : Collider2D
    {
        // Get/Set auto sprite tiling.
        extern public bool autoTiling { get; set; }

        // Get the total number of points in all paths.
        [NativeMethod("GetPointCount")]
        extern public int GetTotalPointCount();

        // Get/Set a single path of points.
        extern public Vector2[] points
        {
            [NativeMethod("GetPoints_Binding")]
            get;
            [NativeMethod("SetPoints_Binding")]
            set;
        }

        // Get the number of paths.
        extern public int pathCount { get; set; }

        // Get the specified path of points.
        public Vector2[] GetPath(int index)
        {
            if (index >= pathCount)
                throw new ArgumentOutOfRangeException(String.Format("Path {0} does not exist.", index));

            if (index < 0)
                throw new ArgumentOutOfRangeException(String.Format("Path {0} does not exist; negative path index is invalid.", index));

            return GetPath_Internal(index);
        }

        // Set the specified path of points.
        public void SetPath(int index, Vector2[] points)
        {
            if (index < 0)
                throw new ArgumentOutOfRangeException(String.Format("Negative path index {0} is invalid.", index));

            SetPath_Internal(index, points);
        }

        [NativeMethod("GetPath_Binding")]
        extern private Vector2[] GetPath_Internal(int index);

        [NativeMethod("SetPath_Binding")]
        extern private void SetPath_Internal(int index, Vector2[] points);

        // Create a primitive n-sided polygon.
        [ExcludeFromDocs]
        public void CreatePrimitive(int sides)
        {
            CreatePrimitive(sides, Vector2.one, Vector2.zero);
        }

        [ExcludeFromDocs]
        public void CreatePrimitive(int sides, Vector2 scale)
        {
            CreatePrimitive(sides, scale, Vector2.zero);
        }

        public void CreatePrimitive(int sides, [DefaultValue("Vector2.one")] Vector2 scale, [DefaultValue("Vector2.zero")] Vector2 offset)
        {
            if (sides < 3)
            {
                Debug.LogWarning("Cannot create a 2D polygon primitive collider with less than two sides.", this);
                return;
            }

            if (!(scale.x > 0.0f && scale.y > 0.0f))
            {
                Debug.LogWarning("Cannot create a 2D polygon primitive collider with an axis scale less than or equal to zero.", this);
                return;
            }

            CreatePrimitive_Internal(sides, scale, offset, true);
        }

        [NativeMethod("CreatePrimitive")]
        extern private void CreatePrimitive_Internal(int sides, [DefaultValue("Vector2.one")] Vector2 scale, [DefaultValue("Vector2.zero")] Vector2 offset, bool autoRefresh);
    }

    [RequireComponent(typeof(Rigidbody2D))]
    [NativeHeader("Modules/Physics2D/Public/CompositeCollider2D.h")]
    public sealed partial class CompositeCollider2D : Collider2D
    {
        public enum GeometryType { Outlines = 0, Polygons = 1 }

        public enum GenerationType { Synchronous = 0, Manual = 1 }

        // Controls the type of geometry created by the composite.
        extern public GeometryType geometryType { get; set; }

        // Controls when the collider generation happens.
        extern public GenerationType generationType { get; set; }

        // Controls the allowed vertex distance spacing.
        extern public float vertexDistance { get; set; }

        // extern public radius of the edge(s).
        extern public float edgeRadius { get; set; }

        // Generates the geometry if using manual generation type.
        extern public void GenerateGeometry();

        // Gets the count of points in the specified path.
        public int GetPathPointCount(int index)
        {
            int maxPathIndex = pathCount - 1;
            if (index < 0 || index > maxPathIndex)
                throw new ArgumentOutOfRangeException("index", String.Format("Path index {0} must be in the range of 0 to {1}.", index, maxPathIndex));

            return GetPathPointCount_Internal(index);
        }

        [NativeMethod("GetPathPointCount_Binding")]
        extern private int GetPathPointCount_Internal(int index);

        // Get the number of paths.
        extern public int pathCount { get; }

        // Get the total number of points in all paths.
        extern public int pointCount { get; }

        // Get the specified path of points.
        public int GetPath(int index, Vector2[] points)
        {
            if (index < 0 || index >= pathCount)
                throw new ArgumentOutOfRangeException("index", String.Format("Path index {0} must be in the range of 0 to {1}.", index, pathCount - 1));

            if (points == null)
                throw new ArgumentNullException("points");

            return GetPath_Internal(index, points);
        }

        [NativeMethod("GetPath_Binding")]
        extern private int GetPath_Internal(int index, [Out] Vector2[] points);
    }

    #endregion

    #region Joint Components

    // Joint2D is the base class for all 2D joints.
    [NativeHeader("Modules/Physics2D/Joint2D.h")]
    [RequireComponent(typeof(Transform), typeof(Rigidbody2D))]
    public partial class Joint2D : Behaviour
    {
        // Gets the attached rigid-body.
        extern public Rigidbody2D attachedRigidbody { get; }

        // A reference to another rigid-body this joint connects to.
        extern public Rigidbody2D connectedBody { get; set; }

        // Should rigid bodies connected with this joint collide?
        extern public bool enableCollision { get; set; }

        // The magnitude of the force required to break the joint.
        extern public float breakForce { get; set; }

        // The magnitude of the torque required to break the joint.
        extern public float breakTorque { get; set; }

        // Get the reaction force using the fixed time-step (Unit is Newtons).
        extern public Vector2 reactionForce {[NativeMethod("GetReactionForceFixedTime")] get; }

        // Get the reaction torque due to the joint limit using the fixed time-step (Unit is N*m).
        extern public float reactionTorque {[NativeMethod("GetReactionTorqueFixedTime")] get; }

        // Get the reaction force given the timeStep (Unit is Newtons).
        extern public Vector2 GetReactionForce(float timeStep);

        // Get the reaction torque due to the joint limit given the timeStep (Unit is N*m).
        extern public float GetReactionTorque(float timeStep);
    }

    // AnchoredJoint2D is the base class for all 2D joints that have anchor points.
    [NativeHeader("Modules/Physics2D/AnchoredJoint2D.h")]
    public partial class AnchoredJoint2D : Joint2D
    {
        // The Position of the anchor around which the joints motion is constrained.
        extern public Vector2 anchor { get; set; }

        // The Position of the anchor around which the joints motion is constrained.
        extern public Vector2 connectedAnchor { get; set; }

        // Should the connected anchor be automatically configured to match the anchor in world space?
        extern public bool autoConfigureConnectedAnchor { get; set; }
    }

    // The SpringJoint2D ensures that the two connected rigid-bodies stay at a specific distance apart using a spring system.
    [NativeHeader("Modules/Physics2D/SpringJoint2D.h")]
    public sealed class SpringJoint2D : AnchoredJoint2D
    {
        // Should the distance be automatically calculated from the relative distance between the anchor points?
        extern public bool autoConfigureDistance { get; set; }

        // The distance the joint should maintain between the two connected rigid-bodies.
        extern public float distance { get; set; }

        // The damping ratio for the oscillation whilst trying to achieve the specified distance.  0 means no damping.  1 means critical damping.  range { 0.0, 1.0 }
        extern public float dampingRatio { get; set; }

        // The frequency in Hertz for the oscillation whilst trying to achieve the specified distance.  range { 0.0, infinity }
        extern public float frequency { get; set; }
    }

    // The DistanceJoint2D ensures that the two connected rigid-bodies stay at a maximum specific distance apart.
    [NativeHeader("Modules/Physics2D/DistanceJoint2D.h")]
    public sealed class DistanceJoint2D : AnchoredJoint2D
    {
        // Should the distance be automatically calculated from the relative distance between the anchor points?
        extern public bool autoConfigureDistance { get; set; }

        // The maximum distance the joint should maintain between the two connected rigid-bodies.
        extern public float distance { get; set; }

        // Whether to maintain a maximum distance only or not.  If not then the absolute distance will be maintained instead.
        extern public bool maxDistanceOnly { get; set; }
    }

    // The FrictionJoint2D reduces the relative linear/angular velocities between two connected rigid-bodies to zero.
    [NativeHeader("Modules/Physics2D/FrictionJoint2D.h")]
    public sealed class FrictionJoint2D : AnchoredJoint2D
    {
        // The maximum force which the joint should use to adjust position.
        extern public float maxForce { get; set; }

        // The maximum torque which the joint should use to adjust rotation.
        extern public float maxTorque { get; set; }
    }

    // The HingeJoint2D constrains the two connected rigid-bodies around the anchor points not restricting the relative rotation of them.  Can be used for wheels, rollers, chains, rag-dol joints, levers etc.
    [NativeHeader("Modules/Physics2D/HingeJoint2D.h")]
    public sealed class HingeJoint2D : AnchoredJoint2D
    {
        // Setting the motor or limit automatically enabled them.

        // Enables the joint's motor.
        extern public bool useMotor { get; set; }

        // Enables the joint's limits.
        extern public bool useLimits { get; set; }

        // The motor will apply a force up to a maximum torque to achieve the target velocity in degrees per second.
        extern public JointMotor2D motor { get; set; }

        // The limits of the hinge joint.
        extern public JointAngleLimits2D limits { get; set; }

        // Get the state of the joint angle limit.
        extern public JointLimitState2D limitState { get; }

        // Get the reference angle between the two bodies (Unit is degrees).
        extern public float referenceAngle { get; }

        // Get the current joint angle (Unit is degrees).
        extern public float jointAngle { get; }

        // Get the current joint angle speed (Unit is degrees/sec).
        extern public float jointSpeed { get; }

        // Get the current motor torque force given the /timeStep/ (Unit is N*m).
        extern public float GetMotorTorque(float timeStep);
    }

    // The RelativeJoint2D ensures that the two connected rigid-bodies stay at a relative orientation.
    [NativeHeader("Modules/Physics2D/RelativeJoint2D.h")]
    public sealed class RelativeJoint2D : Joint2D
    {
        // The maximum motor force which the joint should use to adjust position.
        extern public float maxForce { get; set; }

        // The maximum motor torque which the joint should use to adjust rotation.
        extern public float maxTorque { get; set; }

        // Scales both the position and angle correction constraint such that it controls the size of the generated force/torque produced.
        extern public float correctionScale { get; set; }

        // Should the offsets be automatically calculated from the relative distance between the two rigid-bodies?
        extern public bool autoConfigureOffset { get; set; }

        // The relative linear offset between the two rigid-bodies.
        extern public Vector2 linearOffset { get; set; }

        // The relative angular offset between the two rigid-bodies.
        extern public float angularOffset { get; set; }

        // Get the target position for the relative joint.
        extern public Vector2 target { get; }
    }

    // The SliderJoint2D constrains the two connected rigid-bodies to have on degree of freedom: translation along a fixed axis.  Relative motion is prevented.
    [NativeHeader("Modules/Physics2D/SliderJoint2D.h")]
    public sealed class SliderJoint2D : AnchoredJoint2D
    {
        // Should the angle be automatically calculated from the relative angle between the anchor points?
        extern public bool autoConfigureAngle { get; set; }

        // The translation angle that the joint slides along.
        extern public float angle { get; set; }

        // Enables the joint's motor.
        extern public bool useMotor { get; set; }

        // Enables the joint's limits.
        extern public bool useLimits { get; set; }

        // The motor will apply a force up to a maximum torque to achieve the target velocity in degrees per second.
        extern public JointMotor2D motor { get; set; }

        // The limits of the slider joint.
        extern public JointTranslationLimits2D limits { get; set; }

        // Get the state of the joint translation limit.
        extern public JointLimitState2D limitState { get; }

        // Get the reference angle between the two bodies (Unit is degrees).
        extern public float referenceAngle { get; }

        // Get the current joint translation (Unit is meters).
        extern public float jointTranslation { get; }

        // Get the current joint angle speed (Unit is degrees/sec).
        extern public float jointSpeed { get; }

        // Get the current motor force given the /timeStep/ (Unit is N*m).
        extern public float GetMotorForce(float timeStep);
    }

    // The TargetJoint2D moves a rigid-body towards a specific target position.
    [NativeHeader("Modules/Physics2D/TargetJoint2D.h")]
    public sealed class TargetJoint2D : Joint2D
    {
        // The Position of the anchor around which the joints motion is constrained.
        extern public Vector2 anchor { get; set; }

        // The world-space position that the joint should move the rigid-body towards.
        extern public Vector2 target { get; set; }

        // Should the target be automatically calculated as the rigid-body position?
        extern public bool autoConfigureTarget { get; set; }

        // The maximum force which the joint should use to adjust position.
        extern public float maxForce { get; set; }

        // The damping ratio for the oscillation whilst trying to reach the target.
        extern public float dampingRatio { get; set; }

        // The frequency in Hertz for the oscillation whilst trying to reach the target.
        extern public float frequency { get; set; }
    }

    // The FixedJoint2D welds two rigid-bodies together.
    [NativeHeader("Modules/Physics2D/FixedJoint2D.h")]
    public sealed class FixedJoint2D : AnchoredJoint2D
    {
        // The damping ratio for the oscillation whilst trying to achieve the fixed constraint.
        extern public float dampingRatio { get; set; }

        // The frequency in Hertz for the rotational oscillation whilst trying to achieve the fixed constraint.
        extern public float frequency { get; set; }

        // Get the reference angle between the two bodies (Unit is degrees).
        extern public float referenceAngle { get; }
    }

    // The WheelJoint2D constrains the two connected rigid-bodies along a local suspension axis and provides a spring to act as suspension with an optional motor to drive rotation.
    [NativeHeader("Modules/Physics2D/WheelJoint2D.h")]
    public sealed class WheelJoint2D : AnchoredJoint2D
    {
        // The suspension for the joint.
        extern public JointSuspension2D suspension { get; set; }

        // Enables the joint's motor.
        extern public bool useMotor { get; set; }

        // The motor will apply a force up to a maximum torque to achieve the target velocity in degrees per second.
        extern public JointMotor2D motor { get; set; }

        // Get the current joint translation (Unit is meters).
        extern public float jointTranslation { get; }

        // Get the current joint linear speed, usually in meters per second.
        extern public float jointLinearSpeed { get; }

        // Get the current joint angle speed (Unit is degrees/sec).
        extern public float jointSpeed {[NativeMethod("GetJointAngularSpeed")] get; }

        // Get the current joint angle (Unit is degrees).
        extern public float jointAngle { get; }

        // Get the current motor torque force given the /timeStep/ (Unit is N*m).
        extern public float GetMotorTorque(float timeStep);
    }

    #endregion

    #region Effector Components

    // Base type for all 2D effectors.
    [NativeHeader("Modules/Physics2D/Effector2D.h")]
    public partial class Effector2D : Behaviour
    {
        // Should the collider mask be used or the global collision matrix?
        extern public bool useColliderMask { get; set; }

        // The mask used to select specific layers allowed to interact with the effector.
        extern public int colliderMask { get; set; }

        // Whether the effector requires a collider or not.
        extern internal bool requiresCollider { get; }

        // Whether the effector was designed to work optimally with a trigger collider.
        extern internal bool designedForTrigger { get; }

        // Whether the effector was designed to work optimally with a non-trigger collider.
        extern internal bool designedForNonTrigger { get; }
    }

    // Applies forces within an area.
    [NativeHeader("Modules/Physics2D/AreaEffector2D.h")]
    public partial class AreaEffector2D : Effector2D
    {
        // The angle of the force to be applied.
        extern public float forceAngle { get; set; }

        // Should the 'forceAngle' be a global-space or local-space angle.
        extern public bool useGlobalAngle { get; set; }

        // The magnitude of the force to be applied.
        extern public float forceMagnitude { get; set; }

        // The variation of the magnitude of the force to be applied.
        extern public float forceVariation { get; set; }

        // The linear drag to apply to rigid-bodies.
        extern public float drag { get; set; }

        // The angular drag to apply to rigid-bodies.
        extern public float angularDrag { get; set; }

        // The target for where the effector applies any force.
        extern public EffectorSelection2D forceTarget { get; set; }
    }


    // Applies buoyancy forces within an area.
    [NativeHeader("Modules/Physics2D/BuoyancyEffector2D.h")]
    public partial class BuoyancyEffector2D : Effector2D
    {
        // The local-space surface level that determines the 'surface' of the fluid.
        extern public float surfaceLevel { get; set; }

        // The density of the fluid.
        extern public float density { get; set; }

        // The linear drag when touching the fluid.
        extern public float linearDrag { get; set; }

        // The angular drag when touching the fluid.
        extern public float angularDrag { get; set; }

        // The angle of the flow force to be applied.
        extern public float flowAngle { get; set; }

        // The magnitude of the flow force to be applied
        extern public float flowMagnitude { get; set; }

        // The variation added to the magnitude of the flow to be applied.
        extern public float flowVariation { get; set; }
    }


    // Applies forces to attract/repulse against a point.
    [NativeHeader("Modules/Physics2D/PointEffector2D.h")]
    public partial class PointEffector2D : Effector2D
    {
        // The magnitude of the force to be applied.
        extern public float forceMagnitude { get; set; }

        // The variation of the magnitude of the force to be applied.
        extern public float forceVariation { get; set; }

        // The scale applied to the distance between the source and target.
        extern public float distanceScale { get; set; }

        // The linear drag to apply to rigid-bodies.
        extern public float drag { get; set; }

        // The angular drag to apply to rigid-bodies.
        extern public float angularDrag { get; set; }

        // The source for where the effector calculates any force.
        extern public EffectorSelection2D forceSource { get; set; }

        // The target for where the effector applies any force.
        extern public EffectorSelection2D forceTarget { get; set; }

        // The mode used to apply the effector force.
        extern public EffectorForceMode2D forceMode { get; set; }
    }

    // Applies "platform" behaviour such as one-way collisions etc.
    [NativeHeader("Modules/Physics2D/PlatformEffector2D.h")]
    public partial class PlatformEffector2D : Effector2D
    {
        // Whether to use one-way collision behaviour or not.
        extern public bool useOneWay { get; set; }

        // Should a contact, disabled by the one-way collision behaviour, affect all colliders attached to the effector?
        extern public bool useOneWayGrouping { get; set; }

        // Whether friction should be used on the platform sides or not.
        extern public bool useSideFriction { get; set; }

        // Whether bounce should be used on the platform sides or not.
        extern public bool useSideBounce { get; set; }

        // The angle of an arc that defines the surface of the platform center of the local 'up' of the effector.
        extern public float surfaceArc { get; set; }

        // The angle of an arc that defines the sides of the platform centered on the local 'left' and 'right' of the effector.
        extern public float sideArc { get; set; }

        // The rotational offset angle from the local 'up'
        extern public float rotationalOffset { get; set; }
    }


    // Applies tangent forces along the surfaces of colliders.
    [NativeHeader("Modules/Physics2D/SurfaceEffector2D.h")]
    public partial class SurfaceEffector2D : Effector2D
    {
        // The speed to be maintained along the surface.
        extern public float speed { get; set; }

        // The speed variation (from zero to the variation) added to base speed to be applied.
        extern public float speedVariation { get; set; }

        // The scale of the impulse force applied while attempting to reach the surface speed.
        extern public float forceScale { get; set; }

        // Should the impulse force but applied to the contact point?
        extern public bool useContactForce { get; set; }

        // Should friction be used for any contact with the surface?
        extern public bool useFriction { get; set; }

        // Should bounce be used for any contact with the surface?
        extern public bool useBounce { get; set; }
    }

    #endregion

    #region Miscellaneous Components

    // A base type that provides constant physics behaviour support.
    [NativeHeader("Modules/Physics2D/PhysicsUpdateBehaviour2D.h")]
    public partial class PhysicsUpdateBehaviour2D : Behaviour
    {
    }

    // Applies constant forces to the Rigidbody2D.
    [NativeHeader("Modules/Physics2D/ConstantForce2D.h")]
    [RequireComponent(typeof(Rigidbody2D))]
    public sealed partial class ConstantForce2D : PhysicsUpdateBehaviour2D
    {
        // The force to apply globally each physics update.
        extern public Vector2 force { get; set; }

        // The force to apply locally each physics update.
        extern public Vector2 relativeForce { get; set; }

        // The torque to apply each physics update.
        extern public float torque { get; set; }
    }

    [NativeHeader("Modules/Physics2D/Public/PhysicsMaterial2D.h")]
    public sealed partial class PhysicsMaterial2D : Object
    {
        // Creates a new material.
        public PhysicsMaterial2D() { Create_Internal(this, null); }

        // Creates a new material named /name/.
        public PhysicsMaterial2D(string name) { Create_Internal(this, name); }

        [NativeMethod("Create_Binding")]
        extern static private void Create_Internal([Writable] PhysicsMaterial2D scriptMaterial, string name);

        //  How bouncy is the surface? A value of 0 will not bounce. A value of 1 will bounce without any loss of energy.
        extern public float bounciness { get; set; }

        // The friction.
        extern public float friction { get; set; }
    }

    #endregion
}
