public static RayCastPhysics ( |
||
raySrc | ||
rayDir | ||
ignore | ||
hitPos | ||
hitDist | float | |
return | bool |
public static bool RayCastPhysicsFromScreenPoint(Vec2 screenPoint, out Vec3 hitPos) { Vec3 raySrc; Vec3 rayDir; Editor.GetWorldRayFromScreenPoint(screenPoint, out raySrc, out rayDir); float num; return(Editor.RayCastPhysics(raySrc, rayDir, EditorObject.Null, out hitPos, out num)); }
public static bool RayCastPhysics(Vec3 raySrc, Vec3 rayDir, EditorObjectSelection ignore, out Vec3 hitPos, out float hitDist) { Vec3 vec; return(Editor.RayCastPhysics(raySrc, rayDir, ignore, out hitPos, out hitDist, out vec)); }