add linecast with hit info
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@@ -223,6 +223,11 @@ bool Physics::LineCast(const Vector3& start, const Vector3& end, uint32 layerMas
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return DefaultScene->LineCast(start, end, layerMask, hitTriggers);
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}
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bool Physics::LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out)RayCastHit& hitInfo, uint32 layerMask, bool hitTriggers)
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{
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return DefaultScene->LineCast(start, end, hitInfo, 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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@@ -462,6 +467,13 @@ bool PhysicsScene::LineCast(const Vector3& start, const Vector3& end, uint32 lay
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return PhysicsBackend::RayCast(_scene, start, directionToEnd, distanceToEnd, layerMask, hitTriggers);
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}
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bool PhysicsScene::LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out)RayCastHit& hitInfo, 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::RayCast(_scene, start, directionToEnd, hitInfo, 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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@@ -105,6 +105,17 @@ public:
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/// <returns>True if ray hits an 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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/// Performs a line between two points in the scene.
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/// </summary>
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/// <param name="start">The start position of the line.</param>
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/// <param name="end">The end position of the line.</param>
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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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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 raycast against objects in the scene.
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/// </summary>
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@@ -136,6 +136,18 @@ public:
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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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API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, uint32 layerMask = MAX_uint32, bool hitOnTriggers = true);
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/// <summary>
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/// Performs a line between two points in the scene.
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/// </summary>
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/// <param name="start">The start position of the line.</param>
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/// <param name="end">The end position of the line.</param>
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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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API_FUNCTION() bool LineCast(const Vector3& start, const Vector3& end, API_PARAM(Out) RayCastHit& hitInfo, uint32 layerMask = MAX_uint32, bool hitOnTriggers = true);
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/// <summary>
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/// Performs a raycast against objects in the scene.
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/// </summary>
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