public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, uint numbSubKeyBits, uint subKey) { if (m_ClosestHit.Fraction < oldFraction) { m_ClosestHit.Transform(transform, numbSubKeyBits, subKey); } }
public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, uint numSubKeyBits, uint subKey) { for (int i = oldNumHits; i < NumHits; i++) { T hit = AllHits[i]; hit.Transform(transform, numSubKeyBits, subKey); AllHits[i] = hit; } }
public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, int rigidBodyIndex) { for (int i = oldNumHits; i < m_NumHits; i++) { T hit = AllHits[i]; hit.Transform(transform, rigidBodyIndex); AllHits[i] = hit; } }
public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, int rigidBodyIndex) { if (rigidBodyIndex == m_selfRBIndex) { m_ClosestHit = m_OldHit; NumHits = 0; MaxFraction = oldFraction; m_OldHit = default(T); return; } if (m_ClosestHit.Fraction < oldFraction) { m_ClosestHit.Transform(transform, rigidBodyIndex); } }
public void TransformNewHits(int oldNumHits, float oldFraction, Unity.Physics.Math.MTransform transform, int rigidIndex) { if (rigidIndex == m_selfRBIndex) { for (int i = oldNumHits; i < NumHits; i++) { AllHits.RemoveAtSwapBack(oldNumHits); } return; } for (int i = oldNumHits; i < NumHits; i++) { T hit = AllHits[i]; hit.Transform(transform, rigidIndex); AllHits[i] = hit; } }