public ConvexCast ( CollisionShapes castShape, |
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castShape | CollisionShapes | Shape to cast. |
startingTransform | Initial transform of the shape. | |
sweep | Vector3 | Sweep to apply to the shape. |
filter | bool>.Func | Test to apply to the entry. If it returns true, the entry is processed, otherwise the entry is ignored. If a collidable hierarchy is present /// in the entry, this filter will be passed into inner ray casts. |
result | RayCastResult | Data and hit object from the first impact, if any. |
Résultat | bool |
public bool ConvexCast(CollisionShapes.ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, Func<BroadPhaseEntry, bool> filter, out RayCastResult result)
{
CompoundChild hitChild;
RayHit rayHit;
bool hit = ConvexCast(castShape, ref startingTransform, ref sweep, filter, out rayHit, out hitChild);
result = new RayCastResult { HitData = rayHit, HitObject = hitChild.CollisionInformation };
return hit;
}
CompoundCollidable::ConvexCast ( CollisionShapes castShape, |
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CompoundCollidable::ConvexCast ( CollisionShapes castShape, |
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CompoundCollidable::ConvexCast ( CollisionShapes castShape, |
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CompoundCollidable::ConvexCast ( CollisionShapes castShape, |
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CompoundCollidable::ConvexCast ( CollisionShapes castShape, |