/// <summary> /// Performs a sweep into the scene using a convex mesh and checks if it has hit anything. This can be significantly /// more efficient than other types of cast* calls. /// </summary> /// <param name="mesh">Mesh to sweep through the scene. Must be convex.</param> /// <param name="position">Starting position of the mesh.</param> /// <param name="rotation">Orientation of the mesh.</param> /// <param name="unitDir">Unit direction towards which to perform the sweep.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected. /// </param> /// <returns>True if something was hit, false otherwise.</returns> public static bool ConvexCastAny(PhysicsMesh mesh, Vector3 position, Quaternion rotation, Vector3 unitDir, ulong layer = ulong.MaxValue, float max = float.MaxValue) { IntPtr meshPtr = IntPtr.Zero; if (mesh != null) { meshPtr = mesh.GetCachedPtr(); } return(Internal_ConvexCastAny(meshPtr, ref position, ref rotation, ref unitDir, layer, max)); }
/// <summary> /// Checks if the provided convex mesh overlaps any other collider in the scene. /// </summary> /// <param name="mesh">Mesh to check for overlap. Must be convex.</param> /// <param name="position">Position of the mesh.</param> /// <param name="rotation">Orientation of the mesh.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <returns>True if there is overlap with another object, false otherwise.</returns> public static bool ConvexOverlapAny(PhysicsMesh mesh, Vector3 position, Quaternion rotation, ulong layer = ulong.MaxValue) { IntPtr meshPtr = IntPtr.Zero; if (mesh != null) { meshPtr = mesh.GetCachedPtr(); } return(Internal_ConvexOverlapAny(meshPtr, ref position, ref rotation, layer)); }
/// <summary> /// Performs a sweep into the scene using a convex mesh and returns the closest found hit, if any. /// </summary> /// <param name="mesh">Mesh to sweep through the scene. Must be convex.</param> /// <param name="position">Starting position of the mesh.</param> /// <param name="rotation">Orientation of the mesh.</param> /// <param name="unitDir">Unit direction towards which to perform the sweep.</param> /// <param name="hit">Information recorded about a hit. Only valid if method returns true.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected. /// </param> /// <returns>True if something was hit, false otherwise.</returns> public static bool ConvexCast(PhysicsMesh mesh, Vector3 position, Quaternion rotation, Vector3 unitDir, out PhysicsQueryHit hit, ulong layer = ulong.MaxValue, float max = float.MaxValue) { IntPtr meshPtr = IntPtr.Zero; if (mesh != null) { meshPtr = mesh.GetCachedPtr(); } ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit(); if (Internal_ConvexCast(meshPtr, ref position, ref rotation, ref unitDir, out scriptHit, layer, max)) { ConvertPhysicsQueryHit(ref scriptHit, out hit); return(true); } hit = new PhysicsQueryHit(); return(false); }
/// <summary> /// Checks if the provided convex mesh overlaps any other collider in the scene. /// </summary> /// <param name="mesh">Mesh to check for overlap. Must be convex.</param> /// <param name="position">Position of the mesh.</param> /// <param name="rotation">Orientation of the mesh.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <returns>True if there is overlap with another object, false otherwise.</returns> public static bool ConvexOverlapAny(PhysicsMesh mesh, Vector3 position, Quaternion rotation, ulong layer = ulong.MaxValue) { IntPtr meshPtr = IntPtr.Zero; if (mesh != null) meshPtr = mesh.GetCachedPtr(); return Internal_ConvexOverlapAny(meshPtr, ref position, ref rotation, layer); }
/// <summary> /// Returns a list of all colliders in the scene that overlap the provided convex mesh. /// </summary> /// <param name="mesh">Mesh to check for overlap. Must be convex.</param> /// <param name="position">Position of the mesh.</param> /// <param name="rotation">Orientation of the mesh.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <returns>List of all colliders that overlap the mesh.</returns> public static Collider[] ConvexOverlap(PhysicsMesh mesh, Vector3 position, Quaternion rotation, ulong layer = ulong.MaxValue) { IntPtr meshPtr = IntPtr.Zero; if (mesh != null) meshPtr = mesh.GetCachedPtr(); return ConvertColliders(Internal_ConvexOverlap(meshPtr, ref position, ref rotation, layer)); }
/// <summary> /// Performs a sweep into the scene using a convex mesh and checks if it has hit anything. This can be significantly /// more efficient than other types of cast* calls. /// </summary> /// <param name="mesh">Mesh to sweep through the scene. Must be convex.</param> /// <param name="position">Starting position of the mesh.</param> /// <param name="rotation">Orientation of the mesh.</param> /// <param name="unitDir">Unit direction towards which to perform the sweep.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected. /// </param> /// <returns>True if something was hit, false otherwise.</returns> public static bool ConvexCastAny(PhysicsMesh mesh, Vector3 position, Quaternion rotation, Vector3 unitDir, ulong layer = ulong.MaxValue, float max = float.MaxValue) { IntPtr meshPtr = IntPtr.Zero; if (mesh != null) meshPtr = mesh.GetCachedPtr(); return Internal_ConvexCastAny(meshPtr, ref position, ref rotation, ref unitDir, layer, max); }
/// <summary> /// Performs a sweep into the scene using a convex mesh and returns the closest found hit, if any. /// </summary> /// <param name="mesh">Mesh to sweep through the scene. Must be convex.</param> /// <param name="position">Starting position of the mesh.</param> /// <param name="rotation">Orientation of the mesh.</param> /// <param name="unitDir">Unit direction towards which to perform the sweep.</param> /// <param name="hit">Information recorded about a hit. Only valid if method returns true.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects. /// </param> /// <param name="max">Maximum distance at which to perform the query. Hits past this distance will not be detected. /// </param> /// <returns>True if something was hit, false otherwise.</returns> public static bool ConvexCast(PhysicsMesh mesh, Vector3 position, Quaternion rotation, Vector3 unitDir, out PhysicsQueryHit hit, ulong layer = ulong.MaxValue, float max = float.MaxValue) { IntPtr meshPtr = IntPtr.Zero; if (mesh != null) meshPtr = mesh.GetCachedPtr(); ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit(); if(Internal_ConvexCast(meshPtr, ref position, ref rotation, ref unitDir, out scriptHit, layer, max)) { ConvertPhysicsQueryHit(ref scriptHit, out hit); return true; } hit = new PhysicsQueryHit(); return false; }
private static extern void Internal_setMesh(IntPtr thisPtr, PhysicsMesh mesh);
private static extern void Internal_create(PhysicsMesh managedInstance, MeshData meshData, PhysicsMeshType type);
private static extern bool Internal_convexOverlapAny(PhysicsMesh mesh, ref Vector3 position, ref Quaternion rotation, ulong layer);
private static extern Collider[] Internal_convexOverlap(PhysicsMesh mesh, ref Vector3 position, ref Quaternion rotation, ulong layer);
private static extern bool Internal_convexCastAny(PhysicsMesh mesh, ref Vector3 position, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
private static extern PhysicsQueryHit[] Internal_convexCastAll(PhysicsMesh mesh, ref Vector3 position, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
/// <summary>Checks if the provided convex mesh overlaps any other collider in the scene.</summary> /// <param name="mesh">Mesh to check for overlap. Must be convex.</param> /// <param name="position">Position of the mesh.</param> /// <param name="rotation">Orientation of the mesh.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.</param> /// <returns>True if there is overlap with another object, false otherwise.</returns> public static bool ConvexOverlapAny(PhysicsMesh mesh, Vector3 position, Quaternion rotation, ulong layer = 18446744073709551615) { return(Internal_convexOverlapAny(mesh, ref position, ref rotation, layer)); }
/// <summary> /// Performs a sweep into the scene using a convex mesh and checks if it has hit anything. This can be significantly more /// efficient than other types of cast* calls. /// </summary> /// <param name="mesh">Mesh to sweep through the scene. Must be convex.</param> /// <param name="position">Starting position of the mesh.</param> /// <param name="rotation">Orientation of the mesh.</param> /// <param name="unitDir">Unit direction towards which to perform the sweep.</param> /// <param name="layer">Layers to consider for the query. This allows you to ignore certain groups of objects.</param> /// <param name="max"> /// Maximum distance at which to perform the query. Hits past this distance will not be detected. /// </param> /// <returns>True if something was hit, false otherwise.</returns> public static bool ConvexCastAny(PhysicsMesh mesh, Vector3 position, Quaternion rotation, Vector3 unitDir, ulong layer = 18446744073709551615, float max = 3.40282347E+38f) { return(Internal_convexCastAny(mesh, ref position, ref rotation, ref unitDir, layer, max)); }