diff --git a/Source/Engine/Navigation/NavMeshRuntime.h b/Source/Engine/Navigation/NavMeshRuntime.h index 1ca6607b9..9e1165196 100644 --- a/Source/Engine/Navigation/NavMeshRuntime.h +++ b/Source/Engine/Navigation/NavMeshRuntime.h @@ -111,7 +111,7 @@ public: /// The start position. /// The result hit information. Valid only when query succeed. /// The maximum distance to search for wall (search radius). - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() bool FindDistanceToWall(const Vector3& startPosition, NavMeshHit& hitInfo, float maxDistance = MAX_float) const; /// @@ -187,7 +187,7 @@ public: /// The start position. /// The end position. /// The result hit information. Valid only when query succeed. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() bool RayCast(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) NavMeshHit& hitInfo) const; public: diff --git a/Source/Engine/Navigation/Navigation.h b/Source/Engine/Navigation/Navigation.h index 4d8b181e7..434817ca1 100644 --- a/Source/Engine/Navigation/Navigation.h +++ b/Source/Engine/Navigation/Navigation.h @@ -19,7 +19,7 @@ public: /// The start position. /// The result hit information. Valid only when query succeed. /// The maximum distance to search for wall (search radius). - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() static bool FindDistanceToWall(const Vector3& startPosition, API_PARAM(Out) NavMeshHit& hitInfo, float maxDistance = MAX_float); /// @@ -81,7 +81,7 @@ public: /// The start position. /// The end position. /// The result hit information. Valid only when query succeed. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() static bool RayCast(const Vector3& startPosition, const Vector3& endPosition, API_PARAM(Out) NavMeshHit& hitInfo); public: diff --git a/Source/Engine/Physics/Physics.h b/Source/Engine/Physics/Physics.h index 2fc116020..85cd5e77b 100644 --- a/Source/Engine/Physics/Physics.h +++ b/Source/Engine/Physics/Physics.h @@ -102,7 +102,7 @@ public: /// The end position of the line. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -113,18 +113,18 @@ public: /// The result hit information. Valid only when method returns true. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitTriggers = true); // - /// 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. /// /// The origin of the ray. /// The end position of the line. /// The result hits. Valid only when method returns true. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() static bool LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -135,7 +135,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() static bool RayCast(const Vector3& origin, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -147,7 +147,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. 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); /// @@ -159,7 +159,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() static bool RayCastAll(const Vector3& origin, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -172,7 +172,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if box hits an matching object, otherwise false. + /// True if box hits a matching object, otherwise false. 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); /// @@ -186,7 +186,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if box hits an matching object, otherwise false. + /// True if box hits a matching object, otherwise false. 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); /// @@ -200,7 +200,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if box hits an matching object, otherwise false. + /// True if box hits a matching object, otherwise false. API_FUNCTION() static bool BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -212,7 +212,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if sphere hits an matching object, otherwise false. + /// True if sphere hits a matching object, otherwise false. API_FUNCTION() static bool SphereCast(const Vector3& center, float radius, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -225,7 +225,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if sphere hits an matching object, otherwise false. + /// True if sphere hits a matching object, otherwise false. 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); /// @@ -238,7 +238,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if sphere hits an matching object, otherwise false. + /// True if sphere hits a matching object, otherwise false. API_FUNCTION() static bool SphereCastAll(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -252,7 +252,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if capsule hits an matching object, otherwise false. + /// True if capsule hits a matching object, otherwise false. 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); /// @@ -267,7 +267,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if capsule hits an matching object, otherwise false. + /// True if capsule hits a matching object, otherwise false. 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); /// @@ -282,7 +282,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if capsule hits an matching object, otherwise false. + /// True if capsule hits a matching object, otherwise false. API_FUNCTION() static bool CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -296,7 +296,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if convex mesh hits an matching object, otherwise false. + /// True if convex mesh hits a matching object, otherwise false. 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); /// @@ -311,7 +311,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if convex mesh hits an matching object, otherwise false. + /// True if convex mesh hits a matching object, otherwise false. 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); /// @@ -326,7 +326,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if convex mesh hits an matching object, otherwise false. + /// True if convex mesh hits a matching object, otherwise false. API_FUNCTION() static bool ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -375,7 +375,7 @@ public: 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); /// - /// Finds all colliders touching or inside of the given box. + /// Finds all colliders touching or inside the given box. /// /// The box center. /// The half size of the box in each direction. @@ -387,7 +387,7 @@ public: API_FUNCTION() static bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given sphere. + /// Finds all colliders touching or inside the given sphere. /// /// The sphere center. /// The radius of the sphere. @@ -398,7 +398,7 @@ public: API_FUNCTION() static bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given capsule. + /// Finds all colliders touching or inside the given capsule. /// /// The capsule center. /// The radius of the capsule. @@ -411,7 +411,7 @@ public: API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given convex mesh. + /// Finds all colliders touching or inside the given convex mesh. /// /// The convex mesh center. /// Collision data of the convex mesh. @@ -424,7 +424,7 @@ public: API_FUNCTION() static bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given box. + /// Finds all colliders touching or inside the given box. /// /// The box center. /// The half size of the box in each direction. @@ -436,7 +436,7 @@ public: API_FUNCTION() static bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given sphere. + /// Finds all colliders touching or inside the given sphere. /// /// The sphere center. /// The radius of the sphere. @@ -447,7 +447,7 @@ public: API_FUNCTION() static bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given capsule. + /// Finds all colliders touching or inside the given capsule. /// /// The capsule center. /// The radius of the capsule. @@ -460,7 +460,7 @@ public: API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given convex mesh. + /// Finds all colliders touching or inside the given convex mesh. /// /// The convex mesh center. /// Collision data of the convex mesh. diff --git a/Source/Engine/Physics/PhysicsScene.h b/Source/Engine/Physics/PhysicsScene.h index 602e6f713..a7cb91cbe 100644 --- a/Source/Engine/Physics/PhysicsScene.h +++ b/Source/Engine/Physics/PhysicsScene.h @@ -140,7 +140,7 @@ public: /// The end position of the line. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -151,18 +151,18 @@ public: /// The result hit information. Valid only when method returns true. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitTriggers = true); // - /// 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. /// /// The origin of the ray. /// The normalized direction of the ray. /// The result hits. Valid only when method returns true. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() bool LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -173,7 +173,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() bool RayCast(const Vector3& origin, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -185,7 +185,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. 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); /// @@ -197,7 +197,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if ray hits an matching object, otherwise false. + /// True if ray hits a matching object, otherwise false. API_FUNCTION() bool RayCastAll(const Vector3& origin, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -210,7 +210,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if box hits an matching object, otherwise false. + /// True if box hits a matching object, otherwise false. 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); /// @@ -224,7 +224,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if box hits an matching object, otherwise false. + /// True if box hits a matching object, otherwise false. 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); /// @@ -238,7 +238,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if box hits an matching object, otherwise false. + /// True if box hits a matching object, otherwise false. API_FUNCTION() bool BoxCastAll(const Vector3& center, const Vector3& halfExtents, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -250,7 +250,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if sphere hits an matching object, otherwise false. + /// True if sphere hits a matching object, otherwise false. API_FUNCTION() bool SphereCast(const Vector3& center, float radius, const Vector3& direction, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -263,7 +263,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if sphere hits an matching object, otherwise false. + /// True if sphere hits a matching object, otherwise false. 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); /// @@ -276,7 +276,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if sphere hits an matching object, otherwise false. + /// True if sphere hits a matching object, otherwise false. API_FUNCTION() bool SphereCastAll(const Vector3& center, float radius, const Vector3& direction, API_PARAM(Out) Array& results, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -290,7 +290,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if capsule hits an matching object, otherwise false. + /// True if capsule hits a matching object, otherwise false. 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); /// @@ -305,7 +305,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if capsule hits an matching object, otherwise false. + /// True if capsule hits a matching object, otherwise false. 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); /// @@ -320,7 +320,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if capsule hits an matching object, otherwise false. + /// True if capsule hits a matching object, otherwise false. API_FUNCTION() bool CapsuleCastAll(const Vector3& center, float radius, float height, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -334,7 +334,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if convex mesh hits an matching object, otherwise false. + /// True if convex mesh hits a matching object, otherwise false. 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); /// @@ -349,7 +349,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if convex mesh hits an matching object, otherwise false. + /// True if convex mesh hits a matching object, otherwise false. 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); /// @@ -364,7 +364,7 @@ public: /// The maximum distance the ray should check for collisions. /// The layer mask used to filter the results. /// If set to true triggers will be hit, otherwise will skip them. - /// True if convex mesh hits an matching object, otherwise false. + /// True if convex mesh hits a matching object, otherwise false. API_FUNCTION() bool ConvexCastAll(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, const Vector3& direction, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, float maxDistance = MAX_float, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// @@ -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); /// - /// Finds all colliders touching or inside of the given box. + /// Finds all colliders touching or inside the given box. /// /// The box center. /// The half size of the box in each direction. @@ -425,7 +425,7 @@ public: API_FUNCTION() bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given sphere. + /// Finds all colliders touching or inside the given sphere. /// /// The sphere center. /// The radius of the sphere. @@ -436,7 +436,7 @@ public: API_FUNCTION() bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given capsule. + /// Finds all colliders touching or inside the given capsule. /// /// The capsule center. /// The radius of the capsule. @@ -449,7 +449,7 @@ public: API_FUNCTION() bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given convex mesh. + /// Finds all colliders touching or inside the given convex mesh. /// /// The convex mesh center. /// Collision data of the convex mesh. @@ -462,7 +462,7 @@ public: API_FUNCTION() bool OverlapConvex(const Vector3& center, const CollisionData* convexMesh, const Vector3& scale, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given box. + /// Finds all colliders touching or inside the given box. /// /// The box center. /// The half size of the box in each direction. @@ -474,7 +474,7 @@ public: API_FUNCTION() bool OverlapBox(const Vector3& center, const Vector3& halfExtents, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given sphere. + /// Finds all colliders touching or inside the given sphere. /// /// The sphere center. /// The radius of the sphere. @@ -485,7 +485,7 @@ public: API_FUNCTION() bool OverlapSphere(const Vector3& center, float radius, API_PARAM(Out) Array& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given capsule. + /// Finds all colliders touching or inside the given capsule. /// /// The capsule center. /// The radius of the capsule. @@ -498,7 +498,7 @@ public: API_FUNCTION() bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array& results, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true); /// - /// Finds all colliders touching or inside of the given convex mesh. + /// Finds all colliders touching or inside the given convex mesh. /// /// The convex mesh center. /// Collision data of the convex mesh.