public bool SphereCast(PxVec3 origin, float radius, PxVec3 direction, out PxRaycastHit hitInfo) { return(PhysXDll.SphereCast(this.scenePtr, origin, direction, radius, -1, out hitInfo)); }
public bool SphereCast(PxVec3 origin, float radius, PxVec3 direction, out PxRaycastHit hitInfo, float maxDistance, int layerMask) { return(PhysXDll.SphereCast(this.scenePtr, origin, direction, radius, maxDistance, layerMask, out hitInfo)); }
public bool SphereCast(PxVec3 origin, PxVec3 direction, float radius) { return(PhysXDll.SphereCast(this.scenePtr, origin, direction, radius, -1)); }