/// <summary> /// Returns an array of objects that intersect with the specified bounds, if any. Otherwise returns an empty array. See also: IsColliding. /// </summary> /// <param name="collidingWith">list to store intersections.</param> /// <param name="checkBounds">bounds to check.</param> /// <returns>Objects that intersect with the specified bounds.</returns> public void GetColliding(List <T> collidingWith, Bounds checkBounds) { //#if UNITY_EDITOR // For debugging //AddCollisionCheck(checkBounds); //#endif rootNode.GetColliding(ref checkBounds, collidingWith); }
///// <summary> ///// Check if the specified ray intersects with anything in the tree. See also: GetColliding. ///// </summary> ///// <param name="checkRay">ray to check.</param> ///// <param name="maxDistance">distance to check.</param> ///// <returns>True if there was a collision.</returns> //public bool IsColliding(Ray checkRay, float maxDistance) //{ // //#if UNITY_EDITOR // // For debugging // //AddCollisionCheck(checkRay); // //#endif // return rootNode.IsColliding(ref checkRay, maxDistance); //} /// <summary> /// Returns an array of objects that intersect with the specified bounds, if any. Otherwise returns an empty array. See also: IsColliding. /// </summary> /// <param name="collidingWith">list to store intersections.</param> /// <param name="checkBounds">bounds to check.</param> /// <returns>Objects that intersect with the specified bounds.</returns> public List <T> GetColliding(Bounds checkBounds) { //#if UNITY_EDITOR // For debugging //AddCollisionCheck(checkBounds); //#endif List <T> collidingWith = new List <T>(); rootNode.GetColliding(ref checkBounds, collidingWith); return(collidingWith); }
/// <summary> /// Returns an array of objects that intersect with the specified bounds, if any. Otherwise returns an empty array. See also: IsColliding. /// </summary> /// <param name="checkBounds">bounds to check.</param> /// <returns>Objects that intersect with the specified bounds.</returns> public T[] GetColliding(Bounds checkBounds) { #if UNITY_EDITOR AddCollisionCheck(checkBounds); #endif return(rootNode.GetColliding(checkBounds)); }
public void GetColliding(ref Bounds checkBounds, List <T> result) { rootNode.GetColliding(ref checkBounds, result); }