public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, uint numbSubKeyBits, uint subKey)
 {
     if (m_ClosestHit.Fraction < oldFraction)
     {
         m_ClosestHit.Transform(transform, numbSubKeyBits, subKey);
     }
 }
 public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, uint numSubKeyBits, uint subKey)
 {
     for (int i = oldNumHits; i < NumHits; i++)
     {
         T hit = AllHits[i];
         hit.Transform(transform, numSubKeyBits, subKey);
         AllHits[i] = hit;
     }
 }
Esempio n. 3
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 public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, int rigidBodyIndex)
 {
     for (int i = oldNumHits; i < m_NumHits; i++)
     {
         T hit = AllHits[i];
         hit.Transform(transform, rigidBodyIndex);
         AllHits[i] = hit;
     }
 }
Esempio n. 4
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        public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, int rigidBodyIndex)
        {
            if (rigidBodyIndex == m_selfRBIndex)
            {
                m_ClosestHit = m_OldHit;
                NumHits      = 0;
                MaxFraction  = oldFraction;
                m_OldHit     = default(T);
                return;
            }

            if (m_ClosestHit.Fraction < oldFraction)
            {
                m_ClosestHit.Transform(transform, rigidBodyIndex);
            }
        }
        public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, int rigidIndex)
        {
            if (rigidIndex == m_selfRBIndex)
            {
                for (int i = oldNumHits; i < NumHits; i++)
                {
                    AllHits.RemoveAtSwapBack(oldNumHits);
                }
                return;
            }

            for (int i = oldNumHits; i < NumHits; i++)
            {
                T hit = AllHits[i];
                hit.Transform(transform, rigidIndex);
                AllHits[i] = hit;
            }
        }