public ConvexCast ( ConvexShapes castShape, |
||
castShape | ConvexShapes | Shape to cast. |
startingTransform | Initial transform of the shape. | |
sweep | System.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 | Hit data, if any. |
return | bool |
public bool ConvexCast(ConvexShapes.ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, Func<BroadPhaseEntry, bool> filter, out RayCastResult result)
{
var outputOverlappedElements = PhysicsResources.GetCollidableList();
BoundingBox boundingBox;
castShape.GetSweptBoundingBox(ref startingTransform, ref sweep, out boundingBox);
CollidableTree.GetOverlaps(boundingBox, outputOverlappedElements);
result = new RayCastResult();
result.HitData.T = float.MaxValue;
for (int i = 0; i < outputOverlappedElements.Count; ++i)
{
RayHit hit;
if (outputOverlappedElements.Elements[i].ConvexCast(castShape, ref startingTransform, ref sweep, filter, out hit))
{
if (hit.T < result.HitData.T)
{
result.HitData = hit;
result.HitObject = outputOverlappedElements.Elements[i];
}
}
}
PhysicsResources.GiveBack(outputOverlappedElements);
return result.HitData.T < float.MaxValue;
}
StaticGroupShape::ConvexCast ( ConvexShapes castShape, |