public static bool Fire(Vector3 origin, Vector3 direction, PhysXRaycastHit raycastHit, float distance, PhysXCollider.CollisionLayer layers, uint ignoredVehicleId = 0) { physXOrigin.FromVector(origin); physXDirection.FromVector(direction); bool hit = PhysXSceneManager.FireRaycastFiltered(physXOrigin, physXDirection, distance, raycastHit.physXRaycastHit, (uint)layers, 0, 0, ignoredVehicleId); if (hit) { raycastHit.PopulateFields(); } return(hit); }
public static bool Fire(Vector3 origin, Vector3 direction, PhysXRaycastHit raycastHit, float distance) { physXOrigin.FromVector(origin); physXDirection.FromVector(direction); bool hit = PhysXSceneManager.FireRaycast(physXOrigin, physXDirection, distance, raycastHit.physXRaycastHit); if (hit) { raycastHit.PopulateFields(); } return(hit); }
public static bool Fire(Vector3 origin, Vector3 direction, PhysXRaycastHit raycastHit, PhysXCollider.CollisionLayer layers, uint ignoredVehicleId = 0) { return(Fire(origin, direction, raycastHit, float.MaxValue, layers, ignoredVehicleId)); }
public static bool Fire(Vector3 origin, Vector3 direction, PhysXRaycastHit raycastHit) { return(Fire(origin, direction, raycastHit, float.MaxValue)); }
public static void ReleaseRaycastHit(PhysXRaycastHit raycastHit) { raycastHits.Enqueue(raycastHit); }