public int BoxCastAll(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, PxVec4 orientation,
                       float maxDistance, int layermask)
 {
     return(PhysXDll.BoxCastAll(this.scenePtr, center, direction, halfExtents, orientation, maxDistance, layermask, this.RaycastHits));
 }
 public int BoxCastAll(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, PxVec4 orientation)
 {
     return(BoxCastAll(center, halfExtents, direction, orientation, -1));
 }
 public bool BoxCast(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, out PxRaycastHit hitInfo, PxVec4 orientation, float maxDistance, int layerMask)
 {
     return(PhysXDll.BoxCast(this.scenePtr, center, direction, halfExtents, orientation, maxDistance, layerMask, out hitInfo));
 }
 public bool BoxCast(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, PxVec4 orientation, float maxDistance)
 {
     return(PhysXDll.BoxCast(this.scenePtr, center, direction, halfExtents, orientation, maxDistance));
 }
 public bool BoxCast(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, out PxRaycastHit hitInfo, PxVec4 orientation)
 {
     return(BoxCast(center, halfExtents, direction, out hitInfo, orientation, -1));
 }
 public bool BoxCast(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, PxVec4 orientation)
 {
     return(BoxCast(center, halfExtents, direction, orientation, -1));
 }