public RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, int Count ) : List |
||
position | System.Vector3 | |
direction | System.Vector3 | |
length | float | |
Count | int | |
return | List |
public override List<ContactResult> RaycastWorld(Vector3 position, Vector3 direction, float length, int Count)
{
ContactResult[] ourResults = null;
RayCallback retMethod = delegate(List<ContactResult> results)
{
ourResults = new ContactResult[results.Count];
results.CopyTo(ourResults, 0);
};
int waitTime = 0;
m_rayCastManager.QueueRequest(position, direction, length, Count, retMethod);
while (ourResults == null && waitTime < 1000)
{
Thread.Sleep(1);
waitTime++;
}
if (ourResults == null)
return new List<ContactResult>();
return new List<ContactResult>(ourResults);
}
ODEPhysicsScene::RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, RaycastCallback retMethod ) : void | |
ODEPhysicsScene::RaycastWorld ( System.Vector3 position, System.Vector3 direction, float length, int Count, RayCallback retMethod ) : void |