Пример #1
0
 public int SphereCastAll(PxRay ray, float radius, float maxDistance, int layerMask)
 {
     return(SphereCastAll(ray.origin, radius, ray.direction, maxDistance, layerMask));
 }
Пример #2
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 public int SphereCastAll(PxRay ray, float radius)
 {
     return(SphereCastAll(ray.origin, radius, ray.direction));
 }
Пример #3
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 public bool SphereCast(PxRay ray, float radius)
 {
     return(SphereCast(ray.origin, ray.direction, radius));
 }
Пример #4
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 public bool SphereCast(PxRay ray, float radius, out PxRaycastHit hitInfo)
 {
     return(SphereCast(ray.origin, radius, ray.direction, out hitInfo));
 }
Пример #5
0
 public bool SphereCast(PxRay ray, float radius, out PxRaycastHit hitInfo, float maxDistance, int layerMask)
 {
     return(SphereCast(ray.origin, radius, ray.direction, out hitInfo, maxDistance, layerMask));
 }
 public int RaycastAll(PxRay ray)
 {
     return(RaycastAll(ray.origin, ray.direction));
 }
 public int RaycastAll(PxRay ray, float maxDistance)
 {
     return(RaycastAll(ray.origin, ray.direction, maxDistance));
 }
 public bool Raycast(PxRay ray, out PxRaycastHit hitInfo, float maxDistance)
 {
     return(Raycast(ray.origin, ray.direction, out hitInfo, maxDistance));
 }
 public bool Raycast(PxRay ray, float maxDistance, int layerMask)
 {
     return(Raycast(ray.origin, ray.direction, maxDistance, layerMask));
 }
 public bool Raycast(PxRay ray, out PxRaycastHit hitInfo)
 {
     return(Raycast(ray.origin, ray.direction, out hitInfo));
 }
 public bool Raycast(PxRay ray, float maxDistance)
 {
     return(Raycast(ray.origin, ray.direction, maxDistance));
 }
 public bool Raycast(PxRay ray)
 {
     return(Raycast(ray.origin, ray.direction));
 }