public MeshRayHit Raycast(Ray ray, TransformMatrix meshTransformMatrix) { // Note: I can't think of a situation in which negative scale would be useful, // so we're going to set the scale to a positive value. //meshTransformMatrix.Scale = meshTransformMatrix.Scale.GetVectorWithPositiveComponents(); return(_meshSphereTree.Raycast(ray, meshTransformMatrix)); }
public MeshRayHit Raycast(Ray ray, TransformMatrix meshTransformMatrix) { //meshTransformMatrix.Scale = meshTransformMatrix.Scale.GetVectorWithPositiveComponents(); return(_meshSphereTree.Raycast(ray, meshTransformMatrix)); }