Fix documentation typos
This commit is contained in:
@@ -111,7 +111,7 @@ public:
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/// <param name="startPosition">The start position.</param>
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/// <param name="hitInfo">The result hit information. Valid only when query succeed.</param>
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/// <param name="maxDistance">The maximum distance to search for wall (search radius).</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() bool FindDistanceToWall(const Vector3& startPosition, NavMeshHit& hitInfo, float maxDistance = MAX_float) const;
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/// <summary>
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@@ -187,7 +187,7 @@ public:
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/// <param name="startPosition">The start position.</param>
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/// <param name="endPosition">The end position.</param>
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/// <param name="hitInfo">The result hit information. Valid only when query succeed.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() bool RayCast(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) NavMeshHit& hitInfo) const;
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public:
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@@ -19,7 +19,7 @@ public:
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/// <param name="startPosition">The start position.</param>
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/// <param name="hitInfo">The result hit information. Valid only when query succeed.</param>
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/// <param name="maxDistance">The maximum distance to search for wall (search radius).</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool FindDistanceToWall(const Vector3& startPosition, API_PARAM(Out) NavMeshHit& hitInfo, float maxDistance = MAX_float);
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/// <summary>
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@@ -81,7 +81,7 @@ public:
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/// <param name="startPosition">The start position.</param>
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/// <param name="endPosition">The end position.</param>
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/// <param name="hitInfo">The result hit information. Valid only when query succeed.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool RayCast(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) NavMeshHit& hitInfo);
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public:
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@@ -102,7 +102,7 @@ public:
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/// <param name="end">The end position of the line.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -113,18 +113,18 @@ public:
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/// <param name="hitInfo">The result hit information. Valid only when method returns true.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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// <summary>
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/// Performs a line between two points in the scene, returns all hitpoints infos.
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/// Performs a line between two points in the scene, returns all hit points info.
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/// </summary>
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/// <param name="start">The origin of the ray.</param>
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/// <param name="end">The end position of the line.</param>
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/// <param name="results">The result hits. Valid only when method returns true.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -135,7 +135,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool RayCast(const Vector3& origin, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -147,7 +147,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -159,7 +159,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool RayCastAll(const Vector3& origin, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -172,7 +172,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if box hits an matching object, otherwise false.</returns>
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/// <returns>True if box hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -186,7 +186,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if box hits an matching object, otherwise false.</returns>
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/// <returns>True if box hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -200,7 +200,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if box hits an matching object, otherwise false.</returns>
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/// <returns>True if box hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -212,7 +212,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if sphere hits an matching object, otherwise false.</returns>
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/// <returns>True if sphere hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool SphereCast(const Vector3& center, float radius, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -225,7 +225,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if sphere hits an matching object, otherwise false.</returns>
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/// <returns>True if sphere hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool SphereCast(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -238,7 +238,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if sphere hits an matching object, otherwise false.</returns>
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/// <returns>True if sphere hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool SphereCastAll(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -252,7 +252,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if capsule hits an matching object, otherwise false.</returns>
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/// <returns>True if capsule hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -267,7 +267,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if capsule hits an matching object, otherwise false.</returns>
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/// <returns>True if capsule hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -282,7 +282,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if capsule hits an matching object, otherwise false.</returns>
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/// <returns>True if capsule hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -296,7 +296,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if convex mesh hits an matching object, otherwise false.</returns>
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/// <returns>True if convex mesh hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -311,7 +311,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if convex mesh hits an matching object, otherwise false.</returns>
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/// <returns>True if convex mesh hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -326,7 +326,7 @@ public:
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/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if convex mesh hits an matching object, otherwise false.</returns>
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/// <returns>True if convex mesh hits a matching object, otherwise false.</returns>
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API_FUNCTION() static bool ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -375,7 +375,7 @@ public:
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API_FUNCTION() static bool CheckConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Finds all colliders touching or inside of the given box.
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/// Finds all colliders touching or inside the given box.
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/// </summary>
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/// <param name="center">The box center.</param>
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/// <param name="halfExtents">The half size of the box in each direction.</param>
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@@ -387,7 +387,7 @@ public:
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API_FUNCTION() static bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Finds all colliders touching or inside of the given sphere.
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/// Finds all colliders touching or inside the given sphere.
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/// </summary>
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/// <param name="center">The sphere center.</param>
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/// <param name="radius">The radius of the sphere.</param>
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@@ -398,7 +398,7 @@ public:
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API_FUNCTION() static bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Finds all colliders touching or inside of the given capsule.
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/// Finds all colliders touching or inside the given capsule.
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/// </summary>
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/// <param name="center">The capsule center.</param>
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/// <param name="radius">The radius of the capsule.</param>
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@@ -411,7 +411,7 @@ public:
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API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Finds all colliders touching or inside of the given convex mesh.
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/// Finds all colliders touching or inside the given convex mesh.
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/// </summary>
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/// <param name="center">The convex mesh center.</param>
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/// <param name="convexMesh">Collision data of the convex mesh.</param>
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@@ -424,7 +424,7 @@ public:
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API_FUNCTION() static bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Finds all colliders touching or inside of the given box.
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/// Finds all colliders touching or inside the given box.
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/// </summary>
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/// <param name="center">The box center.</param>
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/// <param name="halfExtents">The half size of the box in each direction.</param>
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@@ -436,7 +436,7 @@ public:
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API_FUNCTION() static bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Finds all colliders touching or inside of the given sphere.
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/// Finds all colliders touching or inside the given sphere.
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/// </summary>
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/// <param name="center">The sphere center.</param>
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/// <param name="radius">The radius of the sphere.</param>
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@@ -447,7 +447,7 @@ public:
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API_FUNCTION() static bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Finds all colliders touching or inside of the given capsule.
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/// Finds all colliders touching or inside the given capsule.
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/// </summary>
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/// <param name="center">The capsule center.</param>
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/// <param name="radius">The radius of the capsule.</param>
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@@ -460,7 +460,7 @@ public:
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API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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/// Finds all colliders touching or inside of the given convex mesh.
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/// Finds all colliders touching or inside the given convex mesh.
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/// </summary>
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/// <param name="center">The convex mesh center.</param>
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/// <param name="convexMesh">Collision data of the convex mesh.</param>
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@@ -140,7 +140,7 @@ public:
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/// <param name="end">The end position of the line.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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/// <summary>
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@@ -151,18 +151,18 @@ public:
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/// <param name="hitInfo">The result hit information. Valid only when method returns true.</param>
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/// <param name="layerMask">The layer mask used to filter the results.</param>
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/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
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/// <returns>True if ray hits an matching object, otherwise false.</returns>
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/// <returns>True if ray hits a matching object, otherwise false.</returns>
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API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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// <summary>
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/// Performs a line between two points in the scene, returns all hitpoints infos.
|
||||
/// Performs a line between two points in the scene, returns all hit points info.
|
||||
/// </summary>
|
||||
/// <param name="start">The origin of the ray.</param>
|
||||
/// <param name="end">The normalized direction of the ray.</param>
|
||||
/// <param name="results">The result hits. Valid only when method returns true.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if ray hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if ray hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -173,7 +173,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if ray hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if ray hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool RayCast(const Vector3& origin, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -185,7 +185,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if ray hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if ray hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool RayCast(const Vector3& origin, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -197,7 +197,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if ray hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if ray hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool RayCastAll(const Vector3& origin, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -210,7 +210,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if box hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if box hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -224,7 +224,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if box hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if box hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool BoxCast(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -238,7 +238,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if box hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if box hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -250,7 +250,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if sphere hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if sphere hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool SphereCast(const Vector3& center, float radius, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -263,7 +263,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if sphere hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if sphere hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool SphereCast(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -276,7 +276,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if sphere hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if sphere hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool SphereCastAll(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -290,7 +290,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if capsule hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if capsule hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -305,7 +305,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if capsule hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if capsule hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool CapsuleCast(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -320,7 +320,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if capsule hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if capsule hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -334,7 +334,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if convex mesh hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if convex mesh hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -349,7 +349,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if convex mesh hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if convex mesh hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool ConvexCast(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) RayCastHit& hitInfo, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -364,7 +364,7 @@ public:
|
||||
/// <param name="maxDistance">The maximum distance the ray should check for collisions.</param>
|
||||
/// <param name="layerMask">The layer mask used to filter the results.</param>
|
||||
/// <param name="hitTriggers">If set to <c>true</c> triggers will be hit, otherwise will skip them.</param>
|
||||
/// <returns>True if convex mesh hits an matching object, otherwise false.</returns>
|
||||
/// <returns>True if convex mesh hits a matching object, otherwise false.</returns>
|
||||
API_FUNCTION() bool ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) Array<RayCastHit, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
@@ -413,7 +413,7 @@ public:
|
||||
API_FUNCTION() bool CheckConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all colliders touching or inside of the given box.
|
||||
/// Finds all colliders touching or inside the given box.
|
||||
/// </summary>
|
||||
/// <param name="center">The box center.</param>
|
||||
/// <param name="halfExtents">The half size of the box in each direction.</param>
|
||||
@@ -425,7 +425,7 @@ public:
|
||||
API_FUNCTION() bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all colliders touching or inside of the given sphere.
|
||||
/// Finds all colliders touching or inside the given sphere.
|
||||
/// </summary>
|
||||
/// <param name="center">The sphere center.</param>
|
||||
/// <param name="radius">The radius of the sphere.</param>
|
||||
@@ -436,7 +436,7 @@ public:
|
||||
API_FUNCTION() bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all colliders touching or inside of the given capsule.
|
||||
/// Finds all colliders touching or inside the given capsule.
|
||||
/// </summary>
|
||||
/// <param name="center">The capsule center.</param>
|
||||
/// <param name="radius">The radius of the capsule.</param>
|
||||
@@ -449,7 +449,7 @@ public:
|
||||
API_FUNCTION() bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all colliders touching or inside of the given convex mesh.
|
||||
/// Finds all colliders touching or inside the given convex mesh.
|
||||
/// </summary>
|
||||
/// <param name="center">The convex mesh center.</param>
|
||||
/// <param name="convexMesh">Collision data of the convex mesh.</param>
|
||||
@@ -462,7 +462,7 @@ public:
|
||||
API_FUNCTION() bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all colliders touching or inside of the given box.
|
||||
/// Finds all colliders touching or inside the given box.
|
||||
/// </summary>
|
||||
/// <param name="center">The box center.</param>
|
||||
/// <param name="halfExtents">The half size of the box in each direction.</param>
|
||||
@@ -474,7 +474,7 @@ public:
|
||||
API_FUNCTION() bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all colliders touching or inside of the given sphere.
|
||||
/// Finds all colliders touching or inside the given sphere.
|
||||
/// </summary>
|
||||
/// <param name="center">The sphere center.</param>
|
||||
/// <param name="radius">The radius of the sphere.</param>
|
||||
@@ -485,7 +485,7 @@ public:
|
||||
API_FUNCTION() bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all colliders touching or inside of the given capsule.
|
||||
/// Finds all colliders touching or inside the given capsule.
|
||||
/// </summary>
|
||||
/// <param name="center">The capsule center.</param>
|
||||
/// <param name="radius">The radius of the capsule.</param>
|
||||
@@ -498,7 +498,7 @@ public:
|
||||
API_FUNCTION() bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
|
||||
|
||||
/// <summary>
|
||||
/// Finds all colliders touching or inside of the given convex mesh.
|
||||
/// Finds all colliders touching or inside the given convex mesh.
|
||||
/// </summary>
|
||||
/// <param name="center">The convex mesh center.</param>
|
||||
/// <param name="convexMesh">Collision data of the convex mesh.</param>
|
||||
|
||||
Reference in New Issue
Block a user