/// <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); }
/// <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); }
/// <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); }
/// <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); }