Exemplo n.º 1
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 /// <summary>
 /// Perform a physics world swept convex test using a user-supplied collision shape and return the first hit.
 /// </summary>
 public void ConvexCast(ref PhysicsRaycastResult result, CollisionShape shape, Urho.Vector3 startPos, Urho.Quaternion startRot, Urho.Vector3 endPos, Urho.Quaternion endRot, uint collisionMask)
 {
     Runtime.ValidateRefCounted(this);
     PhysicsWorld_ConvexCast(handle, ref result, (object)shape == null ? IntPtr.Zero : shape.Handle, ref startPos, ref startRot, ref endPos, ref endRot, collisionMask);
 }
Exemplo n.º 2
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 internal static extern void PhysicsWorld_ConvexCast(IntPtr handle, ref PhysicsRaycastResult result, IntPtr shape, ref Urho.Vector3 startPos, ref Urho.Quaternion startRot, ref Urho.Vector3 endPos, ref Urho.Quaternion endRot, uint collisionMask);
Exemplo n.º 3
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 /// <summary>
 /// Perform a physics world swept sphere test and return the closest hit.
 /// </summary>
 public void SphereCast(ref PhysicsRaycastResult result, Urho.Ray ray, float radius, float maxDistance, uint collisionMask)
 {
     Runtime.ValidateRefCounted(this);
     PhysicsWorld_SphereCast(handle, ref result, ref ray, radius, maxDistance, collisionMask);
 }
Exemplo n.º 4
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 internal static extern void PhysicsWorld_SphereCast(IntPtr handle, ref PhysicsRaycastResult result, ref Urho.Ray ray, float radius, float maxDistance, uint collisionMask);
Exemplo n.º 5
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 /// <summary>
 /// Perform a physics world segmented raycast and return the closest hit. Useful for big scenes with many bodies.
 /// </summary>
 public void RaycastSingleSegmented(ref PhysicsRaycastResult result, Urho.Ray ray, float maxDistance, float segmentDistance, uint collisionMask)
 {
     Runtime.ValidateRefCounted(this);
     PhysicsWorld_RaycastSingleSegmented(handle, ref result, ref ray, maxDistance, segmentDistance, collisionMask);
 }
Exemplo n.º 6
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 internal static extern void PhysicsWorld_RaycastSingleSegmented(IntPtr handle, ref PhysicsRaycastResult result, ref Urho.Ray ray, float maxDistance, float segmentDistance, uint collisionMask);