private static extern bool Internal_CapsuleCastAny(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
private static extern bool Internal_CapsuleCast(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
private static extern ScriptPhysicsQueryHit[] Internal_CapsuleCastAll(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
/// <summary> /// Returns a list of all colliders in the scene that overlap the provided capsule. /// </summary> /// <param name="capsule">Capsule to check for overlap.</param> /// <param name="rotation">Orientation of the capsule.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <returns>List of all colliders that overlap the sphere.</returns> public static Collider[] CapsuleOverlap(Capsule capsule, Quaternion rotation, ulong layer = ulong.MaxValue) { return ConvertColliders(Internal_CapsuleOverlap(ref capsule, ref rotation, layer)); }
/// <summary> /// Checks if the provided capsule overlaps any other collider in the scene. /// </summary> /// <param name="capsule">Capsule to check for overlap.</param> /// <param name="rotation">Orientation of the capsule.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <returns>True if there is overlap with another object, false otherwise.</returns> public static bool CapsuleOverlapAny(Capsule capsule, Quaternion rotation, ulong layer = ulong.MaxValue) { return Internal_CapsuleOverlapAny(ref capsule, ref rotation, layer); }
/// <summary>Returns a list of all colliders in the scene that overlap the provided capsule.</summary> /// <param name="capsule">Capsule to check for overlap.</param> /// <param name="rotation">Orientation of the capsule.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.</param> /// <returns>List of all colliders that overlap the capsule.</returns> public static Collider[] CapsuleOverlap(Capsule capsule, Quaternion rotation, ulong layer = 18446744073709551615) { return(Internal_capsuleOverlap(ref capsule, ref rotation, layer)); }
/// <summary> /// Performs a sweep into the scene using a capsule and checks if it has hit anything. This can be significantly /// more efficient than other types of cast* calls. /// </summary> /// <param name="capsule">Capsule to sweep through the scene.</param> /// <param name="rotation">Orientation of the capsule.</param> /// <param name="unitDir">Unit direction towards which to perform the sweep.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected. /// </param> /// <returns>True if something was hit, false otherwise.</returns> public static bool CapsuleCastAny(Capsule capsule, Quaternion rotation, Vector3 unitDir, ulong layer = ulong.MaxValue, float max = float.MaxValue) { return Internal_CapsuleCastAny(ref capsule, ref rotation, ref unitDir, layer, max); }
private static extern bool Internal_capsuleOverlapAny(ref Capsule capsule, ref Quaternion rotation, ulong layer);
/// <summary> /// Performs a sweep into the scene using a capsule and returns the closest found hit, if any. /// </summary> /// <param name="capsule">Capsule to sweep through the scene.</param> /// <param name="rotation">Orientation of the capsule.</param> /// <param name="unitDir">Unit direction towards which to perform the sweep.</param> /// <param name="hit">Information recorded about a hit. Only valid if method returns true.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected. /// </param> /// <returns>True if something was hit, false otherwise.</returns> public static bool CapsuleCast(Capsule capsule, Quaternion rotation, Vector3 unitDir, out PhysicsQueryHit hit, ulong layer = ulong.MaxValue, float max = float.MaxValue) { ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit(); if(Internal_CapsuleCast(ref capsule, ref rotation, ref unitDir, out scriptHit, layer, max)) { ConvertPhysicsQueryHit(ref scriptHit, out hit); return true; } hit = new PhysicsQueryHit(); return false; }
private static extern bool Internal_capsuleCastAny(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
private static extern Collider[] Internal_capsuleOverlap(ref Capsule capsule, ref Quaternion rotation, ulong layer);
private static extern PhysicsQueryHit[] Internal_capsuleCastAll(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
private static extern bool Internal_capsuleCast(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, out PhysicsQueryHit hit, ulong layer, float max);
/// <summary>Checks if the provided capsule overlaps any other collider in the scene.</summary> /// <param name="capsule">Capsule to check for overlap.</param> /// <param name="rotation">Orientation of the capsule.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.</param> /// <returns>True if there is overlap with another object, false otherwise.</returns> public static bool CapsuleOverlapAny(Capsule capsule, Quaternion rotation, ulong layer = 18446744073709551615) { return(Internal_capsuleOverlapAny(ref capsule, ref rotation, layer)); }
private static extern NativeCollider[] Internal_CapsuleOverlap(ref Capsule capsule, ref Quaternion rotation, ulong layer);
/// <summary> /// Performs a sweep into the scene using a capsule and returns all found hits. /// </summary> /// <param name="capsule">Capsule to sweep through the scene.</param> /// <param name="rotation">Orientation of the capsule.</param> /// <param name="unitDir">Unit direction towards which to perform the sweep.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected. /// </param> /// <returns>List of all detected hits.</returns> public static PhysicsQueryHit[] CapsuleCastAll(Capsule capsule, Quaternion rotation, Vector3 unitDir, ulong layer = ulong.MaxValue, float max = float.MaxValue) { return ConvertPhysicsQueryHits(Internal_CapsuleCastAll(ref capsule, ref rotation, ref unitDir, layer, max)); }
private static extern bool Internal_CapsuleOverlapAny(ref Capsule capsule, ref Quaternion rotation, ulong layer);
/// <summary> /// Performs a sweep into the scene using a capsule and checks if it has hit anything. This can be significantly more /// efficient than other types of cast* calls. /// </summary> /// <param name="capsule">Capsule to sweep through the scene.</param> /// <param name="rotation">Orientation of the capsule.</param> /// <param name="unitDir">Unit direction towards which to perform the sweep.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.</param> /// <param name="max"> /// Maximum distance at which to perform the query. Hits past this distance will not be detected. /// </param> /// <returns>True if something was hit, false otherwise.</returns> public static bool CapsuleCastAny(Capsule capsule, Quaternion rotation, Vector3 unitDir, ulong layer = 18446744073709551615, float max = 3.40282347E+38f) { return(Internal_capsuleCastAny(ref capsule, ref rotation, ref unitDir, layer, max)); }