public void Raycast(Vector3f origin, Vector3f direction, out Vector3f hitPoint) { Jitter.LinearMath.JVector outNormal; RigidBody outBody; float outFraction; bool hit = world.CollisionSystem.Raycast(new Jitter.LinearMath.JVector(origin.x, origin.y, origin.z), new Jitter.LinearMath.JVector(direction.x, direction.y, direction.z), null, out outBody, out outNormal, out outFraction); if (hit) hitPoint = origin.Add(direction.Multiply(outFraction)); else hitPoint = null; }
public override void SetWorldTransformPhysics(Vector3f trans, Quaternion rot, Vector3f scl) { base.SetWorldTransformPhysics(trans, rot, scl); foreach (GameObject gi in children) gi.SetWorldTransformPhysics(trans.Add(gi.GetLocalTranslation()), rot.Multiply(gi.GetLocalRotation()), scl.Multiply(gi.GetLocalScale())); }