public bool Raycast(Ray ray, PhysicsRaycastCallback callback, ref RigidBody rigidBody, ref object owner, ref Vector3 normal, ref float distance) { if (_shadowWorld == null) { return(false); } return(_shadowWorld.Raycast(ray, callback, ref rigidBody, ref owner, ref normal, ref distance)); }
public bool Raycast(Ray ray, PhysicsRaycastCallback callback, ref RigidBody rigidBody, ref object owner, ref Vector3 normal, ref float distance) { _originalRaycastRay = ray; _originalRaycastCallback = callback; JVector jnormal; if (_physicsWorld.CollisionSystem.Raycast( ray.Position.ToJitterVector(), ray.Direction.ToJitterVector(), callback == null ? null : (RaycastCallback)RaycastCallback, out rigidBody, out jnormal, out distance)) { owner = rigidBody.WeakTagOrNull; return(true); } return(false); }