public bool SweepTest(Vector3 direction, out IsoRaycastHit iso_hit_info, float max_distance) { var hit_info = new RaycastHit(); var result = realRigidbody ? realRigidbody.SweepTest(direction, out hit_info, max_distance) : false; iso_hit_info = result ? new IsoRaycastHit(hit_info) : new IsoRaycastHit(); return result; }
public bool Raycast(Ray ray, out IsoRaycastHit iso_hit_info, float max_distance) { var hit_info = new RaycastHit(); var result = realCollider ? realCollider.Raycast(ray, out hit_info, max_distance) : false; iso_hit_info = result ? new IsoRaycastHit(hit_info) : new IsoRaycastHit(); return result; }
public bool SweepTest(Vector3 direction, out IsoRaycastHit iso_hit_info) { return SweepTest(direction, out iso_hit_info, Mathf.Infinity); }