public static List <RaycastResultHelper> All(Vector3 origin, Vector3 direction, float distance, LayerMask layerMask, List <Collider> movedColliders)
        {
            // Check to see if the ray cast hits any of the requested Unity layers
            List <RaycastResultHelper> results = null;

            if (layerMask != 0)
            {
                var raycastHits = UnityEngine.Physics.RaycastAll(origin, direction, distance, layerMask);
                if (raycastHits != null)
                {
                    results = new List <RaycastResultHelper>(raycastHits.Length);
                    foreach (var raycastHit in raycastHits)
                    {
                        results.Add(new RaycastResultHelper(raycastHit, layerMask));
                    }
                }
            }

            // If we have colliders that have moved, then remove them from the results list and redo the raycast.
            if (movedColliders != null)
            {
                RaycastHit hitInfo;
                Ray        ray = new Ray(origin, direction);
                foreach (var collider in movedColliders)
                {
                    if ((collider.gameObject.layer & layerMask) != 0)
                    {
                        int colliderIndex = results.FindIndex(x => x.Collider == collider);

                        if (collider.Raycast(ray, out hitInfo, distance))
                        {
                            if (colliderIndex >= 0)
                            {
                                results[colliderIndex] = new RaycastResultHelper(hitInfo, layerMask);
                            }
                            else
                            {
                                results.Add(new RaycastResultHelper(hitInfo, layerMask));
                            }
                        }
                        else if (colliderIndex >= 0)
                        {
                            results.RemoveAt(colliderIndex);
                        }
                    }
                }
            }

            // Unity doesn't return hit results in any particular order, so we need to sort them to closest first.
            if (results != null)
            {
                results.Sort((x, y) => x.Distance < y.Distance ? -1 : 1);
            }

            return(results);
        }
        public static bool SphereFirst(Vector3 origin, Vector3 direction, float radius, float distance, LayerMask layerMask, out RaycastResultHelper result)
        {
            result = default(RaycastResultHelper);

            RaycastHit hit;
            bool       hitSomething = false;

            // Check to see if the ray cast hits any of the requested Unity layers
            if (layerMask != 0 &&
                UnityEngine.Physics.SphereCast(origin, radius, direction, out hit, distance, layerMask))
            {
                result = new RaycastResultHelper(hit, layerMask);

                hitSomething = true;
            }

            return(hitSomething);
        }
Esempio n. 3
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 private static bool DefaultSpherecast(Vector3 origin, Vector3 direction, float radius, float distance, LayerMask surface, out RaycastResultHelper result)
 {
     return(RaycastHelper.SphereFirst(origin, direction, radius, distance, surface, out result));
 }