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);
 }
示例#5
0
 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);
 }
示例#6
0
 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);
 }