public void ToggleSelection(EditorObjectSelection selection) { FCE_ObjectSelection_ToggleSelection(this.m_selPtr, selection.Pointer); }
public void GetValidObjects(EditorObjectSelection selection) { FCE_ObjectSelection_GetValidObjects(this.m_selPtr, selection.Pointer); }
public void Clone(EditorObjectSelection newSelection, bool cloneObjects) { FCE_ObjectSelection_Clone(this.m_selPtr, newSelection.Pointer, cloneObjects); }
public void AddSelection(EditorObjectSelection selection) { FCE_ObjectSelection_AddSelection(this.m_selPtr, selection.Pointer); }
public static bool RayCastPhysics(Vec3 raySrc, Vec3 rayDir, EditorObjectSelection ignore, out Vec3 hitPos, out float hitDist, out Vec3 hitNormal) { return FCE_Editor_RayCastPhysics2(raySrc.X, raySrc.Y, raySrc.Z, rayDir.X, rayDir.Y, rayDir.Z, ignore.Pointer, out hitPos.X, out hitPos.Y, out hitPos.Z, out hitDist, out hitNormal.X, out hitNormal.Y, out hitNormal.Z); }
public static bool RayCastPhysics(Vec3 raySrc, Vec3 rayDir, EditorObjectSelection ignore, out Vec3 hitPos, out float hitDist) { Vec3 vec; return RayCastPhysics(raySrc, rayDir, ignore, out hitPos, out hitDist, out vec); }