public unsafe bool OverlapCollider <T>(OverlapColliderInput input, ref T collector) where T : struct, ICollector <OverlapColliderHit> { fixed(PhysicsCompoundCollider *target = &this) { return(OverlapQueries.OverlapCollider(input, (Collider *)target, ref collector)); } }
public static bool OverlapCollider <T>(ref T target, OverlapColliderInput input, out OverlapColliderHit closestHit) where T : struct, IQueryable { var collector = new ClosestHitCollector <OverlapColliderHit>(1.0f); if (target.OverlapCollider(input, ref collector)) { closestHit = collector.ClosestHit; return(true); } closestHit = new OverlapColliderHit(); return(false); }
public bool OverlapCollider <T>(OverlapColliderInput input, ref T collector) where T : struct, ICollector <OverlapColliderHit> { return(CollisionWorld.OverlapCollider(input, ref collector)); }
public bool OverlapCollider(OverlapColliderInput input, ref NativeList <OverlapColliderHit> allHits) => QueryWrappers.OverlapCollider(ref this, input, ref allHits);
public bool OverlapCollider(OverlapColliderInput input, out OverlapColliderHit hit) => QueryWrappers.OverlapCollider(ref this, input, out hit);
public static bool OverlapCollider <T>(ref T target, OverlapColliderInput input, ref NativeList <OverlapColliderHit> allHits) where T : struct, IQueryable { var collector = new AllHitsCollector <OverlapColliderHit>(1.0f, ref allHits); return(target.OverlapCollider(input, ref collector)); }
public static bool OverlapCollider <T>(ref T target, OverlapColliderInput input) where T : struct, IQueryable { var collector = new AnyHitCollector <OverlapColliderHit>(1.0f); return(target.OverlapCollider(input, ref collector)); }
public bool OverlapCollider <T>(OverlapColliderInput input, ref T collector) where T : struct, ICollector <OverlapColliderHit> { return(Broadphase.OverlapCollider(input, m_PhysicsBodies, ref collector)); }
public bool OverlapCollider <T>(OverlapColliderInput input, ref T collector) where T : struct, ICollector <OverlapColliderHit> { return(Collider.IsCreated && Collider.Value.OverlapCollider(input, ref collector)); }