Ejemplo n.º 1
0
 public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, uint numSubKeyBits, uint subKey)
 {
     if (m_ClosestHit.Fraction < oldFraction)
     {
         m_ClosestHit.Transform(transform, numSubKeyBits, subKey);
     }
 }
Ejemplo n.º 2
0
 public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, uint numSubKeyBits, uint subKey)
 {
     for (int i = oldNumHits; i < NumHits; i++)
     {
         T hit = AllHits[i];
         hit.Transform(transform, numSubKeyBits, subKey);
         AllHits[i] = hit;
     }
 }
Ejemplo n.º 3
0
            public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, int rigidBodyIndex)
            {
                if (rigidBodyIndex == m_selfRBIndex)
                {
                    m_ClosestHit = m_OldHit;
                    NumHits      = 0;
                    MaxFraction  = oldFraction;
                    m_OldHit     = default(T);
                    return;
                }

                if (m_ClosestHit.Fraction < oldFraction)
                {
                    m_ClosestHit.Transform(transform, rigidBodyIndex);
                }
            }
Ejemplo n.º 4
0
            public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, int rigidBodyIndex)
            {
                if (rigidBodyIndex == m_selfRBIndex)
                {
                    for (int i = oldNumHits; i < NumHits; i++)
                    {
                        AllHits.RemoveAtSwapBack(oldNumHits);
                    }

                    return;
                }

                for (int i = oldNumHits; i < NumHits; i++)
                {
                    T hit = AllHits[i];
                    hit.Transform(transform, rigidBodyIndex);
                    AllHits[i] = hit;
                }
            }