public int BoxCastAll(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, PxVec4 orientation, float maxDistance, int layermask) { return(PhysXDll.BoxCastAll(this.scenePtr, center, direction, halfExtents, orientation, maxDistance, layermask, this.RaycastHits)); }
public int BoxCastAll(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, PxVec4 orientation) { return(BoxCastAll(center, halfExtents, direction, orientation, -1)); }
public bool BoxCast(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, out PxRaycastHit hitInfo, PxVec4 orientation, float maxDistance, int layerMask) { return(PhysXDll.BoxCast(this.scenePtr, center, direction, halfExtents, orientation, maxDistance, layerMask, out hitInfo)); }
public bool BoxCast(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, PxVec4 orientation, float maxDistance) { return(PhysXDll.BoxCast(this.scenePtr, center, direction, halfExtents, orientation, maxDistance)); }
public bool BoxCast(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, out PxRaycastHit hitInfo, PxVec4 orientation) { return(BoxCast(center, halfExtents, direction, out hitInfo, orientation, -1)); }
public bool BoxCast(PxVec3 center, PxVec3 halfExtents, PxVec3 direction, PxVec4 orientation) { return(BoxCast(center, halfExtents, direction, orientation, -1)); }