Fix missing rotation parameters in capsule physics queries

This commit is contained in:
GoaLitiuM
2021-04-22 20:49:33 +03:00
parent d11a9d4d8f
commit 8409f9d2d4
2 changed files with 12 additions and 9 deletions

View File

@@ -347,10 +347,11 @@ public:
/// <param name="center">The capsule center.</param>
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="rotation">The capsule rotation.</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 overlaps any matching object, otherwise false.</returns>
API_FUNCTION() static bool CheckCapsule(const Vector3& center, float radius, float height, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
API_FUNCTION() static bool CheckCapsule(const Vector3& center, float radius, float height, const Quaternion& rotation = Quaternion::Identity, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
/// <summary>
/// Finds all colliders touching or inside of the given box.
@@ -382,10 +383,11 @@ public:
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="results">The result colliders that overlap with the given sphere. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</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 overlaps any matching object, otherwise false.</returns>
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<Collider*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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);
/// <summary>
/// Finds all colliders touching or inside of the given box.
@@ -417,10 +419,11 @@ public:
/// <param name="radius">The radius of the capsule.</param>
/// <param name="height">The height of the capsule, excluding the top and bottom spheres.</param>
/// <param name="results">The result colliders that overlap with the given sphere. Valid only when method returns true.</param>
/// <param name="rotation">The capsule rotation.</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 overlaps any matching object, otherwise false.</returns>
API_FUNCTION() static bool OverlapCapsule(const Vector3& center, float radius, float height, API_PARAM(Out) Array<PhysicsColliderActor*, HeapAllocation>& results, uint32 layerMask = MAX_uint32, bool hitTriggers = true);
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);
public: