public static bool Raycast(ArkCrossEngine.Vector3 origin, ArkCrossEngine.Vector3 direction, out ArkCrossEngine.RaycastHit hitInfo, float distance, int layerMask) { CrossEngineImpl.RaycastHit uhit = new CrossEngineImpl.RaycastHit(); bool castResult = CrossEngineImpl.Physics.Raycast(Helper.Vec3ToUnity(origin), Helper.Vec3ToUnity(direction), out uhit, distance, layerMask); hitInfo = Helper.RayCastHitFromUnity(uhit); return(castResult); }
public static bool Linecast(ArkCrossEngine.Vector3 start, ArkCrossEngine.Vector3 end, out ArkCrossEngine.RaycastHit hitInfo, int layerMask) { CrossEngineImpl.RaycastHit uhit = new CrossEngineImpl.RaycastHit(); bool castResult = CrossEngineImpl.Physics.Linecast(Helper.Vec3ToUnity(start), Helper.Vec3ToUnity(end), out uhit, layerMask); hitInfo = Helper.RayCastHitFromUnity(uhit); return(castResult); }
public static Collider[] OverlapSphere(ArkCrossEngine.Vector3 position, float radius, int layerMask) { CrossEngineImpl.Collider[] unityColliders = CrossEngineImpl.Physics.OverlapSphere(Helper.Vec3ToUnity(position), radius, layerMask); return(ObjectFactory.Create <Collider>(unityColliders)); }
public ArkCrossEngine.CollisionFlags Move(ArkCrossEngine.Vector3 motion) { CrossEngineImpl.CollisionFlags flag = GetImpl <CrossEngineImpl.CharacterController>().Move(Helper.Vec3ToUnity(motion)); return((ArkCrossEngine.CollisionFlags)(int) flag); }
public float SampleHeight(ArkCrossEngine.Vector3 worldPosition) { return(GetImpl <CrossEngineImpl.Terrain>().SampleHeight(Helper.Vec3ToUnity(worldPosition))); }
public void SetPosition(int index, ArkCrossEngine.Vector3 position) { GetImpl <CrossEngineImpl.LineRenderer>().SetPosition(index, Helper.Vec3ToUnity(position)); }
public ArkCrossEngine.Vector3 ClosestPointOnBounds(ArkCrossEngine.Vector3 position) { return(Helper.Vec3FromUnity(GetImpl <CrossEngineImpl.Collider>().ClosestPointOnBounds(Helper.Vec3ToUnity(position)))); }
public ArkCrossEngine.Ray ScreenPointToRay(ArkCrossEngine.Vector3 p) { return(Helper.RayFromUnity(GetImpl <CrossEngineImpl.Camera>().ScreenPointToRay(Helper.Vec3ToUnity(p)))); }
public void Rotate(ArkCrossEngine.Vector3 eulerAngles) { GetImpl <CrossEngineImpl.Transform>().Rotate(Helper.Vec3ToUnity(eulerAngles)); }
public ArkCrossEngine.Vector3 InverseTransformPoint(ArkCrossEngine.Vector3 position) { return(Helper.Vec3FromUnity(GetImpl <CrossEngineImpl.Transform>().InverseTransformPoint(Helper.Vec3ToUnity(position)))); }
public static CrossEngineImpl.Vector3 Vec3ToUnity(ArkCrossEngine.Vector3 v) { return(new CrossEngineImpl.Vector3(v.x, v.y, v.z)); }
public void AddForce(ArkCrossEngine.Vector3 force) { GetImpl <CrossEngineImpl.Rigidbody>().AddForce(Helper.Vec3ToUnity(force)); }