Example #1
0
 /// <summary>
 /// ��ȡ���ߴ��еĵ�һ��(����)Actor
 /// </summary>
 /// <param name="ray">ָ��������</param>
 /// <param name="mark">Actor�Ĺ��˲�(ֻ��������Actor�������߼��)</param>
 /// <returns></returns>
 public static Actor IntersectWorld_Actor(ref Ray ray, LayerMark mark)
 {
     return ICall_IntersectWorld_Actor(ref ray, mark.MarkAsUINT);
 }
Example #2
0
 /// <summary>
 /// ��ȡ���ߴ��еĵ�һ�������ϵ������ε�������
 /// </summary>
 /// <param name="ray">ָ��������</param>
 /// <param name="mark">Actor�Ĺ��˲�(ֻ��������Actor�������߼��)</param>
 /// <param name="outPoint1">�����εĵ�һ����</param>
 /// <param name="outPoint2">�����εĵڶ�����</param>
 /// <param name="outPoint3">�����εĵ�������</param>
 public static void IntersectWorld_Triangle(ref Ray ray, LayerMark mark, out Vector3 outPoint1, out Vector3 outPoint2, out Vector3 outPoint3)
 {
     ICall_IntersectWorld_Triangle(ref ray, mark.MarkAsUINT, out outPoint1, out outPoint2, out outPoint3);
 }
Example #3
0
 /// <summary>
 /// ��ȡ������ָ��(����)Actor�Ľ���
 /// </summary>
 /// <param name="act">Ҫ����Actor</param>
 /// <param name="ray">Ҫ��������</param>
 /// <param name="mark">Actor�Ĺ��˲�(ֻ��������Actor�������߼��)</param>
 /// <param name="pos">������Actor�Ľ���</param>
 /// <returns>������Actor�Ƿ��н���</returns>
 public static bool IntersectActor(Actor act, ref Ray ray, LayerMark mark, out Vector3 pos)
 {
     return ICall_IntersectWorld_IntersectActor(act, ref ray, mark.MarkAsUINT, out pos);
 }
Example #4
0
 /// <summary>
 /// ��ȡ���ߴ��еĵ�һ��(����)Actor�Ľ���
 /// </summary>
 /// <param name="ray">ָ��������</param>
 /// <param name="mark">Actor�Ĺ��˲�(ֻ��������Actor�������߼��)</param>
 /// <param name="outPoint">�������һ��Actor�Ľ���</param>
 public static void IntersectWorld_Point(ref Ray ray, LayerMark mark, out Vector3 outPoint)
 {
     ICall_IntersectWorld_Point(ref ray, mark.MarkAsUINT, out outPoint);
 }