public virtual unsafe Ray ContinueOnTargetHit(Ray direction, Vector3 hitNormal, float distance) { Ray *rayPtr1 = &direction; rayPtr1.origin += direction.direction * (distance + STRIKE_EPSILON); return(direction); }
public virtual unsafe Ray Continue(Ray direction, float distance) { Ray *rayPtr1 = &direction; rayPtr1.origin += direction.direction * (distance + STRIKE_EPSILON); return(direction); }