Added temporary use of collision layers to C# and fixed raycast drawing

This commit is contained in:
Diren D Bharwani 2023-02-03 16:11:30 +08:00
parent b81e71ed08
commit c73275f2d3
14 changed files with 87 additions and 221 deletions

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@ -1,4 +1,4 @@
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@ -1,4 +1,4 @@
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@ -76,7 +76,7 @@ DockId=0x0000000B,0
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@ -93,14 +93,14 @@ Collapsed=0
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@ -115,14 +115,16 @@ Size=464,144
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@ -130,36 +132,36 @@ Size=165,120
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@ -4,15 +4,15 @@
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Components:
Transform Component:
Translate: {x: 0, y: 7, z: -0.5}
Rotate: {x: 0, y: 0, z: 0.785398185}
Translate: {x: 0, y: 7, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 0.999999344, y: 0.999999821, z: 0.999999523}
IsActive: true
RigidBody Component:
Type: Dynamic
Drag: 0.00999999978
Angular Drag: 0.100000001
Use Gravity: true
Use Gravity: false
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false

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@ -1,42 +0,0 @@
- EID: 0
Name: Default
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NumberOfChildren: 0
Components:
Camera Component:
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Pitch: 0
Yaw: 0
Roll: 0
Width: 1920
Height: 1080
Near: 0.00999999978
Far: 10000
Perspective: true
IsActive: true
Scripts: ~
- EID: 1
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Rotate: {x: 0, y: 0, z: 0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Dynamic
Drag: 0.00999999978
Angular Drag: 0.100000001
Use Gravity: false
Interpolate: true
Sleeping Enabled: true
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Scripts: ~

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@ -1,3 +0,0 @@
Name: Test
ID: 97979840
Type: 5

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@ -1,100 +0,0 @@
- EID: 0
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 2, y: 2, z: 0}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Dynamic
Drag: 0.00999999978
Angular Drag: 0.100000001
Use Gravity: true
Interpolate: true
Sleeping Enabled: false
Freeze Position X: false
Freeze Position Y: false
Freeze Position Z: false
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 1
Type: Sphere
Radius: 1
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~
- EID: 1
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Camera Component:
Position: {x: 0, y: 0, z: 5}
Pitch: 0
Yaw: 0
Roll: 0
Width: 1920
Height: 1080
Near: 0.00999999978
Far: 10000
Perspective: true
IsActive: true
Scripts: ~
- EID: 2
Name: Default
IsActive: true
NumberOfChildren: 0
Components:
Transform Component:
Translate: {x: 0, y: 0, z: 0}
Rotate: {x: -0, y: 0, z: -0}
Scale: {x: 1, y: 1, z: 1}
IsActive: true
RigidBody Component:
Type: Dynamic
Drag: 0.00999999978
Angular Drag: 0.100000001
Use Gravity: false
Interpolate: true
Sleeping Enabled: false
Freeze Position X: true
Freeze Position Y: true
Freeze Position Z: true
Freeze Rotation X: false
Freeze Rotation Y: false
Freeze Rotation Z: false
IsActive: true
Collider Component:
Colliders:
- Is Trigger: false
Collision Tag: 3
Type: Sphere
Radius: 1
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 0, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
- Is Trigger: false
Collision Tag: 2
Type: Box
Half Extents: {x: 1, y: 1, z: 1}
Friction: 0.400000006
Bounciness: 0
Density: 1
Position Offset: {x: 2, y: 0, z: 0}
Rotation Offset: {x: 0, y: 0, z: 0}
IsActive: true
Scripts: ~

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@ -1,3 +0,0 @@
Name: x
ID: 84373000
Type: 5

View File

@ -159,7 +159,7 @@ public partial class LeafSearch : BehaviourTreeNode
//Since transform position is often the raccoon's base and the ray needs to hit somewhere higher to be more reliable
Vector3 rayDestination = plrT.GlobalPosition + plrT.GlobalScale * playerCollider.PositionOffset;
Ray sightRay = new Ray(eyePosition, rayDestination - eyePosition);
RaycastHit sightRayHit = Physics.Raycast(sightRay, false)[0];
RaycastHit sightRayHit = Physics.Raycast(sightRay, false, (ushort)65535)[0];
//As of November 2022, RaycastHit contains only the FIRST object hit by
//the ray in the Other GameObject data member
//Diren may likely add ALL objects hit by the ray over December

View File

@ -204,9 +204,9 @@ public class PickAndThrow : Script
Vector3 playerRayPos = pc.tranform.GlobalPosition;
playerRayPos.y += 0.05f;
dirNor.Normalise();
List<RaycastHit> rayList1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance, false);
List<RaycastHit> rayList2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance, false);
List<RaycastHit> rayList3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f, false);
List<RaycastHit> rayList1 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(22.5f))), rayDistance, false, (ushort)65535);
List<RaycastHit> rayList2 = Physics.Raycast(new Ray(playerRayPos, Vector3.RotateY(dirNor, SHADE.Math.DegreesToRadians(-22.5f))), rayDistance, false, (ushort)65535);
List<RaycastHit> rayList3 = Physics.Raycast(new Ray(playerRayPos, dirNor), rayDistance * 0.75f, false, (ushort)65535);
if (rayList1.Count > 0 && rayList2.Count > 0 && rayList3.Count > 0)
{

View File

@ -82,7 +82,7 @@ public class PhysicsTestObj : Script
{
Ray colliderRay = new Ray();
colliderRay.Direction = Vector3.Right;
Physics.ColliderRaycast(collider.Owner, colliderRay, false);
Physics.ColliderRaycast(collider.Owner, colliderRay, false, 8);
for (int i = 0; i < 6; ++i)
{

View File

@ -65,6 +65,18 @@ namespace SHADE
if (!physicsSystem)
return;
if (DRAW_RAYCASTS)
{
const SHColour& RAY_COLOUR = physicsDebugDrawSystem->DEBUG_DRAW_COLOURS[SHUtilities::ConvertEnum(Colours::RAYCAST)];
const auto& RAYS = physicsSystem->raycastHits;
for (const auto& hit : RAYS)
debugDrawSystem->DrawLine(hit.start, hit.end, RAY_COLOUR, true);
// Clear rays for the physics system
physicsSystem->raycastHits.clear();
}
rp3d::DebugRenderer* rp3dRenderer = nullptr;
if (physicsSystem->worldState.world)
rp3dRenderer = &physicsSystem->worldState.world->getDebugRenderer();
@ -96,18 +108,6 @@ namespace SHADE
for (int i = 0; i < NUM_LINES; ++i)
debugDrawSystem->DrawLine(LINE_ARRAY[i].point1, LINE_ARRAY[i].point2, CONTACT_COLOUR, true);
}
if (DRAW_RAYCASTS)
{
const SHColour& RAY_COLOUR = physicsDebugDrawSystem->DEBUG_DRAW_COLOURS[SHUtilities::ConvertEnum(Colours::RAYCAST)];
const auto& RAYS = physicsSystem->raycastHits;
for (const auto& hit : RAYS)
debugDrawSystem->DrawLine(hit.start, hit.end, RAY_COLOUR, true);
// Clear rays for the physics system
physicsSystem->raycastHits.clear();
}
}
} // namespace SHADE

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@ -45,7 +45,7 @@ namespace SHADE
/* Raycast Function Member Definitions */
/*-----------------------------------------------------------------------------------*/
List<RaycastHit>^ Physics::Raycast(Ray ray, bool continuous)
List<RaycastHit>^ Physics::Raycast(Ray ray, bool continuous, unsigned short layer)
{
List<RaycastHit>^ results = gcnew List<RaycastHit>();
@ -53,6 +53,7 @@ namespace SHADE
SHPhysicsSystemInterface::RaycastInfo raycastInfo;
raycastInfo.ray = Convert::ToNative(ray);
raycastInfo.continuous = continuous;
raycastInfo.layers = layer;
const auto& NATIVE_RESULTS = SHPhysicsSystemInterface::Raycast(raycastInfo);
if (!NATIVE_RESULTS.empty())
@ -64,7 +65,7 @@ namespace SHADE
return results;
}
List<RaycastHit>^ Physics::Raycast(Ray ray, float distance, bool continuous)
List<RaycastHit>^ Physics::Raycast(Ray ray, float distance, bool continuous, unsigned short layer)
{
List<RaycastHit>^ results = gcnew List<RaycastHit>();
@ -73,6 +74,7 @@ namespace SHADE
raycastInfo.ray = Convert::ToNative(ray);
raycastInfo.distance = distance;
raycastInfo.continuous = continuous;
raycastInfo.layers = layer;
const auto& NATIVE_RESULTS = SHPhysicsSystemInterface::Raycast(raycastInfo);
if (!NATIVE_RESULTS.empty())
@ -84,7 +86,7 @@ namespace SHADE
return results;
}
List<RaycastHit>^ Physics::Linecast(Vector3 start, Vector3 end, bool continuous)
List<RaycastHit>^ Physics::Linecast(Vector3 start, Vector3 end, bool continuous, unsigned short layer)
{
List<RaycastHit>^ results = gcnew List<RaycastHit>();
@ -97,6 +99,7 @@ namespace SHADE
raycastInfo.ray = Convert::ToNative(CLI_RAY);
raycastInfo.distance = (end - start).GetMagnitude();
raycastInfo.continuous = continuous;
raycastInfo.layers = layer;
const auto& NATIVE_RESULTS = SHPhysicsSystemInterface::Raycast(raycastInfo);
if (!NATIVE_RESULTS.empty())
@ -108,7 +111,7 @@ namespace SHADE
return results;
}
List<RaycastHit>^ Physics::ColliderRaycast(GameObject object, Ray ray, bool continuous)
List<RaycastHit>^ Physics::ColliderRaycast(GameObject object, Ray ray, bool continuous, unsigned short layer)
{
List<RaycastHit>^ results = gcnew List<RaycastHit>();
@ -123,6 +126,7 @@ namespace SHADE
SHPhysicsSystemInterface::RaycastInfo raycastInfo;
raycastInfo.ray = Convert::ToNative(ray);
raycastInfo.continuous = continuous;
raycastInfo.layers = layer;
raycastInfo.SetColliderID(object.EntityId);
const auto& NATIVE_RESULTS = SHPhysicsSystemInterface::Raycast(raycastInfo);
@ -135,7 +139,7 @@ namespace SHADE
return results;
}
List<RaycastHit>^ Physics::ColliderRaycast(GameObject object, Ray ray, float distance, bool continuous)
List<RaycastHit>^ Physics::ColliderRaycast(GameObject object, Ray ray, float distance, bool continuous, unsigned short layer)
{
List<RaycastHit>^ results = gcnew List<RaycastHit>();
@ -151,6 +155,7 @@ namespace SHADE
raycastInfo.ray = Convert::ToNative(ray);
raycastInfo.distance = distance;
raycastInfo.continuous = continuous;
raycastInfo.layers = layer;
raycastInfo.SetColliderID(object.EntityId);
const auto& NATIVE_RESULTS = SHPhysicsSystemInterface::Raycast(raycastInfo);
@ -163,7 +168,7 @@ namespace SHADE
return results;
}
List<RaycastHit>^ Physics::ColliderRaycast(GameObject object, int shapeIndex, Ray ray, bool continuous)
List<RaycastHit>^ Physics::ColliderRaycast(GameObject object, int shapeIndex, Ray ray, bool continuous, unsigned short layer)
{
List<RaycastHit>^ results = gcnew List<RaycastHit>();
@ -185,6 +190,7 @@ namespace SHADE
SHPhysicsSystemInterface::RaycastInfo raycastInfo;
raycastInfo.ray = Convert::ToNative(ray);
raycastInfo.continuous = continuous;
raycastInfo.layers = layer;
raycastInfo.SetColliderID(object.EntityId);
const auto& NATIVE_RESULTS = SHPhysicsSystemInterface::Raycast(raycastInfo);
@ -197,7 +203,7 @@ namespace SHADE
return results;
}
List<RaycastHit>^ Physics::ColliderRaycast(GameObject object, int shapeIndex, Ray ray, float distance, bool continuous)
List<RaycastHit>^ Physics::ColliderRaycast(GameObject object, int shapeIndex, Ray ray, float distance, bool continuous, unsigned short layer)
{
List<RaycastHit>^ results = gcnew List<RaycastHit>();
@ -220,6 +226,7 @@ namespace SHADE
raycastInfo.ray = Convert::ToNative(ray);
raycastInfo.continuous = continuous;
raycastInfo.distance = distance;
raycastInfo.layers = layer;
raycastInfo.SetColliderID(object.EntityId);
const auto& NATIVE_RESULTS = SHPhysicsSystemInterface::Raycast(raycastInfo);
@ -232,7 +239,7 @@ namespace SHADE
return results;
}
List<RaycastHit>^ Physics::ColliderLineCast(GameObject object, Vector3 start, Vector3 end, bool continuous)
List<RaycastHit>^ Physics::ColliderLineCast(GameObject object, Vector3 start, Vector3 end, bool continuous, unsigned short layer)
{
List<RaycastHit>^ results = gcnew List<RaycastHit>();
@ -252,6 +259,7 @@ namespace SHADE
raycastInfo.ray = Convert::ToNative(CLI_RAY);
raycastInfo.distance = (end - start).GetMagnitude();
raycastInfo.continuous = continuous;
raycastInfo.layers = layer;
raycastInfo.SetColliderID(object.EntityId);
const auto& NATIVE_RESULTS = SHPhysicsSystemInterface::Raycast(raycastInfo);
@ -264,7 +272,7 @@ namespace SHADE
return results;
}
List<RaycastHit>^ Physics::ColliderLineCast(GameObject object, int shapeIndex, Vector3 start, Vector3 end, bool continuous)
List<RaycastHit>^ Physics::ColliderLineCast(GameObject object, int shapeIndex, Vector3 start, Vector3 end, bool continuous, unsigned short layer)
{
List<RaycastHit>^ results = gcnew List<RaycastHit>();
@ -291,6 +299,7 @@ namespace SHADE
raycastInfo.ray = Convert::ToNative(CLI_RAY);
raycastInfo.continuous = continuous;
raycastInfo.distance = (end - start).GetMagnitude();
raycastInfo.layers = layer;
raycastInfo.SetColliderID(object.EntityId);
const auto& NATIVE_RESULTS = SHPhysicsSystemInterface::Raycast(raycastInfo);

View File

@ -47,10 +47,13 @@ namespace SHADE
/// <param name="continuous">
/// Whether or not the raycast should stop at the first object hit.
/// </param>
/// <param name="layer">
/// The layers to cast the ray on.
/// </param>
/// <returns>
/// The results of the raycast. If nothing was hit, an empty list is returned.
/// </returns>
static System::Collections::Generic::List<RaycastHit>^ Raycast (Ray ray, bool continuous);
static System::Collections::Generic::List<RaycastHit>^ Raycast (Ray ray, bool continuous, unsigned short layer);
/// <summary>
/// Casts a ray for a given distance into the world.
@ -63,7 +66,7 @@ namespace SHADE
/// <returns>
/// The results of the raycast. If nothing was hit, an empty list is returned.
/// </returns>
static System::Collections::Generic::List<RaycastHit>^ Raycast (Ray ray, float distance, bool continuous);
static System::Collections::Generic::List<RaycastHit>^ Raycast (Ray ray, float distance, bool continuous, unsigned short layer);
/// <summary>
/// Casts a bounded ray into the world.
@ -76,7 +79,7 @@ namespace SHADE
/// <returns>
/// The results of the raycast. If nothing was hit, an empty list is returned.
/// </returns>
static System::Collections::Generic::List<RaycastHit>^ Linecast (Vector3 start, Vector3 end, bool continuous);
static System::Collections::Generic::List<RaycastHit>^ Linecast (Vector3 start, Vector3 end, bool continuous, unsigned short layer);
/// <summary>
/// Casts an infinite ray w.r.t a GameObject.
@ -92,7 +95,7 @@ namespace SHADE
/// <returns>
/// The results of the raycast. If nothing was hit, an empty list is returned.
/// </returns>
static System::Collections::Generic::List<RaycastHit>^ ColliderRaycast (GameObject object, Ray ray, bool continuous);
static System::Collections::Generic::List<RaycastHit>^ ColliderRaycast (GameObject object, Ray ray, bool continuous, unsigned short layer);
/// <summary>
/// Casts a ray for a given distance w.r.t a GameObject.
@ -109,7 +112,7 @@ namespace SHADE
/// <returns>
/// The results of the raycast. If nothing was hit, an empty list is returned.
/// </returns>
static System::Collections::Generic::List<RaycastHit>^ ColliderRaycast (GameObject object, Ray ray, float distance, bool continuous);
static System::Collections::Generic::List<RaycastHit>^ ColliderRaycast (GameObject object, Ray ray, float distance, bool continuous, unsigned short layer);
/// <summary>
/// Casts an infinite ray w.r.t a specific collider on a GameObject.
@ -126,7 +129,7 @@ namespace SHADE
/// <returns>
/// The results of the raycast. If nothing was hit, an empty list is returned.
/// </returns>
static System::Collections::Generic::List<RaycastHit>^ ColliderRaycast (GameObject object, int shapeIndex, Ray ray, bool continuous);
static System::Collections::Generic::List<RaycastHit>^ ColliderRaycast (GameObject object, int shapeIndex, Ray ray, bool continuous, unsigned short layer);
/// <summary>
/// Casts a ray for a given distance w.r.t a specific collider on a GameObject.
@ -144,7 +147,7 @@ namespace SHADE
/// <returns>
/// The results of the raycast. If nothing was hit, an empty list is returned.
/// </returns>
static System::Collections::Generic::List<RaycastHit>^ ColliderRaycast (GameObject object, int shapeIndex, Ray ray, float distance, bool continuous);
static System::Collections::Generic::List<RaycastHit>^ ColliderRaycast (GameObject object, int shapeIndex, Ray ray, float distance, bool continuous, unsigned short layer);
/// <summary>
/// Casts a bounded ray w.r.t a GameObject.
@ -160,7 +163,7 @@ namespace SHADE
/// <returns>
/// The results of the raycast. If nothing was hit, an empty list is returned.
/// </returns>
static System::Collections::Generic::List<RaycastHit>^ ColliderLineCast (GameObject object, Vector3 start, Vector3 end, bool continuous);
static System::Collections::Generic::List<RaycastHit>^ ColliderLineCast (GameObject object, Vector3 start, Vector3 end, bool continuous, unsigned short layer);
/// <summary>
/// Casts a bounded ray w.r.t a specific collider on a GameObject.
@ -176,7 +179,7 @@ namespace SHADE
/// </param>
/// <returns>
/// The results of the raycast. If nothing was hit, an empty list is returned./// </returns>
static System::Collections::Generic::List<RaycastHit>^ ColliderLineCast (GameObject object, int shapeIndex, Vector3 start, Vector3 end, bool continuous);
static System::Collections::Generic::List<RaycastHit>^ ColliderLineCast (GameObject object, int shapeIndex, Vector3 start, Vector3 end, bool continuous, unsigned short layer);
private:
/*---------------------------------------------------------------------------------*/