예제 #1
0
 public static void OverlapCapsule <T>(Vector3 point0, Vector3 point1, float radius, List <T> list, int layerMask = -5, QueryTriggerInteraction triggerInteraction = 1)
     where T : Component
 {
     layerMask = GamePhysics.HandleTerrainCollision(point0, layerMask);
     layerMask = GamePhysics.HandleTerrainCollision(point1, layerMask);
     GamePhysics.BufferToList <T>(UnityEngine.Physics.OverlapCapsuleNonAlloc(point0, point1, radius, GamePhysics.colBuffer, layerMask, triggerInteraction), list);
 }
예제 #2
0
 public static void OverlapOBB(
     OBB obb,
     List <Collider> list,
     int layerMask = -5,
     QueryTriggerInteraction triggerInteraction = 1)
 {
     layerMask = GamePhysics.HandleTerrainCollision((Vector3)obb.position, layerMask);
     GamePhysics.BufferToList(Physics.OverlapBoxNonAlloc((Vector3)obb.position, (Vector3)obb.extents, GamePhysics.colBuffer, (Quaternion)obb.rotation, layerMask, triggerInteraction), list);
 }
예제 #3
0
 public static void OverlapSphere(
     Vector3 position,
     float radius,
     List <Collider> list,
     int layerMask = -5,
     QueryTriggerInteraction triggerInteraction = 1)
 {
     layerMask = GamePhysics.HandleTerrainCollision(position, layerMask);
     GamePhysics.BufferToList(Physics.OverlapSphereNonAlloc(position, radius, GamePhysics.colBuffer, layerMask, triggerInteraction), list);
 }
예제 #4
0
 public static void OverlapOBB <T>(OBB obb, List <T> list, int layerMask = -5, QueryTriggerInteraction triggerInteraction = 1)
     where T : Component
 {
     layerMask = GamePhysics.HandleTerrainCollision(obb.position, layerMask);
     GamePhysics.BufferToList <T>(UnityEngine.Physics.OverlapBoxNonAlloc(obb.position, obb.extents, GamePhysics.colBuffer, obb.rotation, layerMask, triggerInteraction), list);
 }
예제 #5
0
 public static void OverlapBounds <T>(Bounds bounds, List <T> list, int layerMask = -5, QueryTriggerInteraction triggerInteraction = 1)
     where T : Component
 {
     layerMask = GamePhysics.HandleTerrainCollision(bounds.center, layerMask);
     GamePhysics.BufferToList <T>(UnityEngine.Physics.OverlapBoxNonAlloc(bounds.center, bounds.extents, GamePhysics.colBuffer, Quaternion.identity, layerMask, triggerInteraction), list);
 }