public ConvexCast ( |
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castShape | Shape to cast. | |
startingTransform | Initial transform of the shape. | |
sweep | System.Vector3 | Sweep to apply to the shape. Avoid extremely long convex casts for better stability and performance. |
filter | bool>.Func | Delegate to prune out hit candidates before performing a cast against them. Return true from the filter to process an entry or false to ignore the entry. |
castResult | Hit data, if any. | |
return | bool |
public bool ConvexCast(ConvexShape castShape, ref RigidTransform startingTransform, ref Vector3 sweep, Func<BroadPhaseEntry, bool> filter, out RayCastResult castResult)
{
var castResults = PhysicsResources.GetRayCastResultList();
bool didHit = ConvexCast(castShape, ref startingTransform, ref sweep, filter, castResults);
castResult = castResults.Elements[0];
for (int i = 1; i < castResults.Count; i++)
{
RayCastResult candidate = castResults.Elements[i];
if (candidate.HitData.T < castResult.HitData.T)
castResult = candidate;
}
PhysicsResources.GiveBack(castResults);
return didHit;
}
Space::ConvexCast ( |
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Space::ConvexCast ( |
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Space::ConvexCast ( |