public bool DoRaycast(int layerMask, Ray2D ray, out LFloat t, out int id, LFloat maxDistance) { Profiler.BeginSample("DoRaycast "); var ret = collisionSystem.Raycast(layerMask, ray, out t, out id, maxDistance); Profiler.EndSample(); return(ret); }
public static bool Raycast(int layerMask, Ray2D ray, out LRaycastHit2D ret, LFloat maxDistance) { ret = new LRaycastHit2D(); LFloat t = LFloat.one; int id; if (_instance.DoRaycast(layerMask, ray, out t, out id, maxDistance)) { ret.point = ray.origin + ray.direction * t; ret.distance = t * ray.direction.magnitude; ret.colliderId = id; return(true); } return(false); }
public static bool Raycast(int layerMask, Ray2D ray, out LRaycastHit2D ret) { return(Raycast(layerMask, ray, out ret, LFloat.MaxValue)); }
public bool Raycast(int layerType, Ray2D checkRay, out LFloat t, out int id) { return(GetBoundTree(layerType).Raycast(checkRay, LFloat.MaxValue, out t, out id)); }
public bool Raycast(int layerType, Ray2D checkRay, out LFloat t, out int id, LFloat maxDistance) { return(GetBoundTree(layerType).Raycast(checkRay, maxDistance, out t, out id)); }