public bool SphereCast(PxVec3 origin, float radius, PxVec3 direction, out PxRaycastHit hitInfo, float maxDistance, int layerMask) { return(PhysXDll.SphereCast(this.scenePtr, origin, direction, radius, maxDistance, layerMask, out hitInfo)); }
public bool CapsuleCast(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, out PxRaycastHit hitInfo, PxVec4 orientation) { return(CapsuleCast(axis, center, radius, halfHeigh, direction, out hitInfo, -1, orientation)); }
public bool SphereCast(PxVec3 origin, float radius, PxVec3 direction, out PxRaycastHit hitInfo) { return(PhysXDll.SphereCast(this.scenePtr, origin, direction, radius, -1, out hitInfo)); }
public bool SphereCast(PxRay ray, float radius, out PxRaycastHit hitInfo, float maxDistance, int layerMask) { return(SphereCast(ray.origin, radius, ray.direction, out hitInfo, maxDistance, layerMask)); }
public bool Raycast(PxVec3 origin, PxVec3 direction, out PxRaycastHit hitInfo, float maxDistance) { return(PhysXDll.Raycast(this.scenePtr, origin, direction, maxDistance, out hitInfo)); }
public bool SphereCast(PxRay ray, float radius, out PxRaycastHit hitInfo) { return(SphereCast(ray.origin, radius, ray.direction, out hitInfo)); }
public bool Raycast(PxRay ray, out PxRaycastHit hitInfo, float maxDistance) { return(Raycast(ray.origin, ray.direction, out hitInfo, maxDistance)); }
public static extern bool SphereCast(IntPtr scene, PxVec3 origin, PxVec3 direction, float radius, float maxDistance, int layerMask, out PxRaycastHit hitInfo);
public bool Linecast(PxVec3 start, PxVec3 end, out PxRaycastHit hitInfo, int layerMask) { return(Raycast(start, end - start, out hitInfo, layerMask)); }
public bool Raycast(PxRay ray, out PxRaycastHit hitInfo) { return(Raycast(ray.origin, ray.direction, out hitInfo)); }
public bool Linecast(PxVec3 start, PxVec3 end, out PxRaycastHit hitInfo) { return(Raycast(start, end - start, out hitInfo)); }
public static extern bool CapsuleCast(IntPtr scene, int axis, PxVec3 origin, PxVec3 direction, float radius, float halfHeight, PxVec4 orientation, float maxDistance, int layerMask, out PxRaycastHit hitInfo);
public static extern bool BoxCast(IntPtr scene, PxVec3 origin, PxVec3 direction, PxVec3 halfExtents, PxVec4 orientation, float maxDistance, int layerMask, out PxRaycastHit hitInfo);
public bool CapsuleCast(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, out PxRaycastHit hitInfo, float maxDistance) { return(CapsuleCast(axis, center, radius, halfHeigh, direction, out hitInfo, maxDistance, PxVec4.Identity)); }
public bool Raycast(PxVec3 origin, PxVec3 direction, out PxRaycastHit hitInfo) { return(Raycast(origin, direction, out hitInfo, -1)); }
public bool CapsuleCast(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, out PxRaycastHit hitInfo, float maxDistance, int layerMask, PxVec4 orientation) { return(PhysXDll.CapsuleCast(this.scenePtr, (int)axis, center, direction, radius, halfHeigh, orientation, maxDistance, layerMask, out hitInfo)); }
public static extern bool Raycast(IntPtr scene, PxVec3 origin, PxVec3 direction, float maxDistance, out PxRaycastHit hitInfo);