Exemple #1
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 /// <summary>
 /// Casts a ray into the scene and checks if it has hit anything. This can be significantly more efficient than 
 /// other types of cast* calls.
 /// </summary>
 /// <param name="ray">Ray to cast into the scene.</param>
 /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.
 ///                     </param>
 /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected.
 ///                   </param>
 /// <returns>True if something was hit, false otherwise.</returns>
 public static bool RayCastAny(Ray ray, ulong layer = ulong.MaxValue, float max = float.MaxValue)
 {
     return RayCastAny(ray.origin, ray.direction, layer, max);
 }
Exemple #2
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 /// <summary>
 /// Casts a ray into the scene and returns all found hits.
 /// </summary>
 /// <param name="ray">Ray to cast into the scene.</param>
 /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.
 ///                     </param>
 /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected.
 ///                   </param>
 /// <returns>List of all detected hits.</returns>
 public static PhysicsQueryHit[] RayCastAll(Ray ray, ulong layer = ulong.MaxValue, float max = float.MaxValue)
 {
     return RayCastAll(ray.origin, ray.direction, layer, max);
 }
Exemple #3
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 /// <summary>
 /// Checks does the ray hit this collider. 
 /// </summary>
 /// <param name="ray">Ray to check.</param>
 /// <param name="hit">Information about the hit. Valid only if the method returns true.</param>
 /// <param name="maxDist">Maximum distance from the ray origin to search for hits.</param>
 /// <returns>True if the ray has hit the collider.</returns>
 public bool Raycast(Ray ray, out PhysicsQueryHit hit, float maxDist)
 {
     return Raycast(ray.origin, ray.direction, out hit, maxDist);
 }
Exemple #4
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 /// <summary>
 /// Casts a ray into the scene and returns the closest found hit, if any.
 /// </summary>
 /// <param name="ray">Ray to cast into the scene.</param>
 /// <param name="hit">Information recorded about a hit. Only valid if method returns true.</param>
 /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.
 ///                     </param>
 /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected.
 ///                   </param>
 /// <returns>True if something was hit, false otherwise.</returns>
 public static bool RayCast(Ray ray, out PhysicsQueryHit hit, ulong layer = ulong.MaxValue, float max = float.MaxValue)
 {
     return RayCast(ray.origin, ray.direction, out hit, layer, max);
 }
Exemple #5
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 private static extern void Internal_ViewportToWorldRay(IntPtr instance, ref Vector2I value, out Ray output);