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)); }
public static bool Fire(Vector3 origin, Vector3 direction, PhysXRaycastHit raycastHit, float distance) { physXOrigin.FromVector(origin); physXDirection.FromVector(direction); bool hit = PhysXSceneManager.FireRaycast(physXOrigin, physXDirection, distance, raycastHit.physXRaycastHit); if (hit) { raycastHit.PopulateFields(); } return(hit); }