public int CapsuleCastAll(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, float maxDistance, int layerMask, PxVec4 orientation)
 {
     return(PhysXDll.CapsuleCastAll(this.scenePtr, (int)axis, center, direction, radius, halfHeigh, orientation, maxDistance, layerMask, this.RaycastHits));
 }
 public bool CapsuleCast(CapsuleAxis axis, PxVec3 center, float radius, float halfHeight, PxVec3 direction)
 {
     return(CapsuleCast(axis, center, radius, halfHeight, direction, PxVec4.Identity));
 }
 public int CapsuleCastAll(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, float maxDistance, int layerMask)
 {
     return(CapsuleCastAll(axis, center, radius, halfHeigh, direction, maxDistance, layerMask, PxVec4.Identity));
 }
 public int CapsuleCastAll(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction)
 {
     return(CapsuleCastAll(axis, center, radius, halfHeigh, direction, -1));
 }
 public int CapsuleCastAll(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, int layerMask, PxVec4 orientation)
 {
     return(CapsuleCastAll(axis, center, radius, halfHeigh, direction, -1, layerMask, orientation));
 }
 public bool CapsuleCast(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, out PxRaycastHit hitInfo, float maxDistance, int layerMask, PxVec4 orientation)
 {
     return(PhysXDll.CapsuleCast(this.scenePtr, (int)axis, center, direction, radius, halfHeigh, orientation, maxDistance, layerMask, out hitInfo));
 }
 public bool CapsuleCast(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, out PxRaycastHit hitInfo, float maxDistance)
 {
     return(CapsuleCast(axis, center, radius, halfHeigh, direction, out hitInfo, maxDistance, PxVec4.Identity));
 }
 public bool CapsuleCast(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, out PxRaycastHit hitInfo, PxVec4 orientation)
 {
     return(CapsuleCast(axis, center, radius, halfHeigh, direction, out hitInfo, -1, orientation));
 }
 public bool CapsuleCast(CapsuleAxis axis, PxVec3 center, float radius, float halfHeight, PxVec3 direction, float maxDistance, PxVec4 orientation)
 {
     return(PhysXDll.CapsuleCast(this.scenePtr, (int)axis, center, direction, radius, halfHeight, orientation, maxDistance));
 }
 public bool CapsuleCast(CapsuleAxis axis, PxVec3 center, float radius, float halfHeigh, PxVec3 direction, int layerMask)
 {
     return(CapsuleCast(axis, center, radius, halfHeigh, direction, -1, layerMask));
 }