diff --git a/Source/Engine/Physics/Physics.cpp b/Source/Engine/Physics/Physics.cpp index 80f17873d..6b3889e99 100644 --- a/Source/Engine/Physics/Physics.cpp +++ b/Source/Engine/Physics/Physics.cpp @@ -223,6 +223,11 @@ bool Physics::LineCast(const Vector3& start, const Vector3& end, uint32 layerMas return DefaultScene->LineCast(start, end, layerMask, hitTriggers); } +bool Physics::LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out)RayCastHit& hitInfo, uint32 layerMask, bool hitTriggers) +{ + return DefaultScene->LineCast(start, end, hitInfo, layerMask, hitTriggers); +} + bool Physics::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers) { return DefaultScene->RayCast(origin, direction, maxDistance, layerMask, hitTriggers); @@ -462,6 +467,13 @@ bool PhysicsScene::LineCast(const Vector3& start, const Vector3& end, uint32 lay return PhysicsBackend::RayCast(_scene, start, directionToEnd, distanceToEnd, layerMask, hitTriggers); } +bool PhysicsScene::LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out)RayCastHit& hitInfo, uint32 layerMask, bool hitTriggers) +{ + float distanceToEnd = Vector3::Distance(start, end); + Vector3 directionToEnd = (end - start).GetNormalized(); + return PhysicsBackend::RayCast(_scene, start, directionToEnd, hitInfo, distanceToEnd, layerMask, hitTriggers); +} + bool PhysicsScene::RayCast(const Vector3& origin, const Vector3& direction, const float maxDistance, uint32 layerMask, bool hitTriggers) { return PhysicsBackend::RayCast(_scene, origin, direction, maxDistance, layerMask, hitTriggers); diff --git a/Source/Engine/Physics/Physics.h b/Source/Engine/Physics/Physics.h index 592f3c651..9fede6222 100644 --- a/Source/Engine/Physics/Physics.h +++ b/Source/Engine/Physics/Physics.h @@ -105,6 +105,17 @@ public: /// True if ray hits an matching object, otherwise false. API_FUNCTION() static bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitTriggers = true); + /// + /// Performs a line between two points in the scene. + /// + /// The start position of the line. + /// The end position of the line. + /// 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. + 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 raycast against objects in the scene. /// diff --git a/Source/Engine/Physics/PhysicsScene.h b/Source/Engine/Physics/PhysicsScene.h index 946c35661..3bd98e9c0 100644 --- a/Source/Engine/Physics/PhysicsScene.h +++ b/Source/Engine/Physics/PhysicsScene.h @@ -136,6 +136,18 @@ public: /// If set to true triggers will be hit, otherwise will skip them. /// True if ray hits an matching object, otherwise false. API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitOnTriggers = true); + + /// + /// Performs a line between two points in the scene. + /// + /// The start position of the line. + /// The end position of the line. + /// 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. + API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitOnTriggers = true); + /// /// Performs a raycast against objects in the scene. ///