add LineCastAll
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@@ -228,6 +228,11 @@ bool Physics::LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out)R
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return DefaultScene->LineCast(start, end, hitInfo, layerMask, hitTriggers);
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}
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bool Physics::LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out)Array<RayCastHit, HeapAllocation>& results, uint32 layerMask, bool hitTriggers)
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{
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return DefaultScene->LineCastAll(start, end, results, layerMask, hitTriggers);
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}
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bool Physics::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers)
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{
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return DefaultScene->RayCast(origin, direction, maxDistance, layerMask, hitTriggers);
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@@ -474,6 +479,13 @@ bool PhysicsScene::LineCast(const Vector3& start, const Vector3& end, API_PARAM(
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return PhysicsBackend::RayCast(_scene, start, directionToEnd, hitInfo, distanceToEnd, layerMask, hitTriggers);
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}
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bool PhysicsScene::LineCastAll(const Vector3& start, const Vector3& end, API_PARAM(Out)Array<RayCastHit, HeapAllocation>& results, uint32 layerMask, bool hitTriggers)
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{
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float distanceToEnd = Vector3::Distance(start, end);
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Vector3 directionToEnd = (end - start).GetNormalized();
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return PhysicsBackend::RayCastAll(_scene, start, directionToEnd, results, distanceToEnd, layerMask, hitTriggers);
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}
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bool PhysicsScene::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers)
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{
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return PhysicsBackend::RayCast(_scene, origin, direction, maxDistance, layerMask, hitTriggers);
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