public static bool Fire(Vector3 origin, Vector3 direction, float distance, PhysXCollider.CollisionLayer layers, uint ignoredVehicleId = 0) { physXOrigin.FromVector(origin); physXDirection.FromVector(direction); if (defaultPhysXRaycastHit == IntPtr.Zero) { defaultPhysXRaycastHit = PhysXLib.CreateRaycastHit(); } return(PhysXSceneManager.FireRaycastFiltered(physXOrigin, physXDirection, distance, defaultPhysXRaycastHit, (uint)layers, 0, 0, ignoredVehicleId)); }
public static bool Fire(Vector3 origin, Vector3 direction, float distance) { physXOrigin.FromVector(origin); physXDirection.FromVector(direction); if (defaultPhysXRaycastHit == IntPtr.Zero) { defaultPhysXRaycastHit = PhysXLib.CreateRaycastHit(); } return(PhysXSceneManager.FireRaycast(physXOrigin, physXDirection, distance, defaultPhysXRaycastHit)); }
internal PhysXRaycastHit() { physXRaycastHit = PhysXLib.CreateRaycastHit(); }