//********************************** Banshee Engine (www.banshee3d.com) **************************************************//
//**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************//
using System;
using System.Runtime.CompilerServices;
namespace BansheeEngine
{
/** @addtogroup Physics
* @{
*/
///
/// Provides global access to the physics system, including scene queries and global options.
///
public static class Physics
{
///
/// Global gravity value for all objects in the scene.
///
public static Vector3 Gravity
{
get { Vector3 gravity; Internal_GetGravity(out gravity); return gravity; }
set { Internal_SetGravity(ref value); }
}
///
/// Casts a ray into the scene and returns the closest found hit, if any.
///
/// Ray to cast into the scene.
/// Information recorded about a hit. Only valid if method returns true.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool RayCast(Ray ray, out PhysicsQueryHit hit, ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
return RayCast(ray.origin, ray.direction, out hit, layer, max);
}
///
/// Casts a ray into the scene and returns the closest found hit, if any.
///
/// Origin of the ray to cast into the scene.
/// Unit direction of the ray to cast into the scene.
/// Information recorded about a hit. Only valid if method returns true.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool RayCast(Vector3 origin, Vector3 unitDir, out PhysicsQueryHit hit,
ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit();
if(Internal_RayCast(ref origin, ref unitDir, out scriptHit, layer, max))
{
ConvertPhysicsQueryHit(ref scriptHit, out hit);
return true;
}
hit = new PhysicsQueryHit();
return false;
}
///
/// Performs a sweep into the scene using a box and returns the closest found hit, if any.
///
/// Box to sweep through the scene.
/// Orientation of the box.
/// Unit direction towards which to perform the sweep.
/// Information recorded about a hit. Only valid if method returns true.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool BoxCast(AABox box, Quaternion rotation, Vector3 unitDir, out PhysicsQueryHit hit,
ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit();
if(Internal_BoxCast(ref box, ref rotation, ref unitDir, out scriptHit, layer, max))
{
ConvertPhysicsQueryHit(ref scriptHit, out hit);
return true;
}
hit = new PhysicsQueryHit();
return false;
}
///
/// Performs a sweep into the scene using a sphere and returns the closest found hit, if any.
///
/// Sphere to sweep through the scene.
/// Unit direction towards which to perform the sweep.
/// Information recorded about a hit. Only valid if method returns true.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool SphereCast(Sphere sphere, Vector3 unitDir, out PhysicsQueryHit hit,
ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit();
if(Internal_SphereCast(ref sphere, ref unitDir, out scriptHit, layer, max))
{
ConvertPhysicsQueryHit(ref scriptHit, out hit);
return true;
}
hit = new PhysicsQueryHit();
return false;
}
///
/// Performs a sweep into the scene using a capsule and returns the closest found hit, if any.
///
/// Capsule to sweep through the scene.
/// Orientation of the capsule.
/// Unit direction towards which to perform the sweep.
/// Information recorded about a hit. Only valid if method returns true.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool CapsuleCast(Capsule capsule, Quaternion rotation, Vector3 unitDir,
out PhysicsQueryHit hit, ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit();
if(Internal_CapsuleCast(ref capsule, ref rotation, ref unitDir, out scriptHit, layer, max))
{
ConvertPhysicsQueryHit(ref scriptHit, out hit);
return true;
}
hit = new PhysicsQueryHit();
return false;
}
///
/// Performs a sweep into the scene using a convex mesh and returns the closest found hit, if any.
///
/// Mesh to sweep through the scene. Must be convex.
/// Starting position of the mesh.
/// Orientation of the mesh.
/// Unit direction towards which to perform the sweep.
/// Information recorded about a hit. Only valid if method returns true.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool ConvexCast(PhysicsMesh mesh, Vector3 position, Quaternion rotation,
Vector3 unitDir, out PhysicsQueryHit hit, ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
IntPtr meshPtr = IntPtr.Zero;
if (mesh != null)
meshPtr = mesh.GetCachedPtr();
ScriptPhysicsQueryHit scriptHit = new ScriptPhysicsQueryHit();
if(Internal_ConvexCast(meshPtr, ref position, ref rotation, ref unitDir, out scriptHit, layer, max))
{
ConvertPhysicsQueryHit(ref scriptHit, out hit);
return true;
}
hit = new PhysicsQueryHit();
return false;
}
///
/// Casts a ray into the scene and returns all found hits.
///
/// Ray to cast into the scene.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// List of all detected hits.
public static PhysicsQueryHit[] RayCastAll(Ray ray, ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
return RayCastAll(ray.origin, ray.direction, layer, max);
}
///
/// Casts a ray into the scene and returns all found hits.
///
/// Origin of the ray to cast into the scene.
/// Unit direction of the ray to cast into the scene.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// List of all detected hits.
public static PhysicsQueryHit[] RayCastAll(Vector3 origin, Vector3 unitDir,
ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
return ConvertPhysicsQueryHits(Internal_RayCastAll(ref origin, ref unitDir, layer, max));
}
///
/// Performs a sweep into the scene using a box and returns all found hits.
///
/// Box to sweep through the scene.
/// Orientation of the box.
/// Unit direction towards which to perform the sweep.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// List of all detected hits.
public static PhysicsQueryHit[] BoxCastAll(AABox box, Quaternion rotation,
Vector3 unitDir, ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
return ConvertPhysicsQueryHits(Internal_BoxCastAll(ref box, ref rotation, ref unitDir, layer, max));
}
///
/// Performs a sweep into the scene using a sphere and returns all found hits.
///
/// Sphere to sweep through the scene.
/// Unit direction towards which to perform the sweep.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// List of all detected hits.
public static PhysicsQueryHit[] SphereCastAll(Sphere sphere, Vector3 unitDir,
ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
return ConvertPhysicsQueryHits(Internal_SphereCastAll(ref sphere, ref unitDir, layer, max));
}
///
/// Performs a sweep into the scene using a capsule and returns all found hits.
///
/// Capsule to sweep through the scene.
/// Orientation of the capsule.
/// Unit direction towards which to perform the sweep.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// List of all detected hits.
public static PhysicsQueryHit[] CapsuleCastAll(Capsule capsule, Quaternion rotation,
Vector3 unitDir, ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
return ConvertPhysicsQueryHits(Internal_CapsuleCastAll(ref capsule, ref rotation, ref unitDir, layer, max));
}
///
/// Performs a sweep into the scene using a convex mesh and returns all found hits.
///
/// Mesh to sweep through the scene. Must be convex.
/// Starting position of the mesh.
/// Orientation of the mesh.
/// Unit direction towards which to perform the sweep.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// List of all detected hits.
public static PhysicsQueryHit[] ConvexCastAll(PhysicsMesh mesh, Vector3 position,
Quaternion rotation, Vector3 unitDir, ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
IntPtr meshPtr = IntPtr.Zero;
if (mesh != null)
meshPtr = mesh.GetCachedPtr();
return ConvertPhysicsQueryHits(Internal_ConvexCastAll(meshPtr, ref position, ref rotation, ref unitDir, layer, max));
}
///
/// Casts a ray into the scene and checks if it has hit anything. This can be significantly more efficient than
/// other types of cast* calls.
///
/// Ray to cast into the scene.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool RayCastAny(Ray ray, ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
return RayCastAny(ray.origin, ray.direction, layer, max);
}
///
/// Casts a ray into the scene and checks if it has hit anything. This can be significantly more efficient than
/// other types of cast* calls.
///
/// Origin of the ray to cast into the scene.
/// Unit direction of the ray to cast into the scene.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool RayCastAny(Vector3 origin, Vector3 unitDir, ulong layer = ulong.MaxValue,
float max = float.MaxValue)
{
return Internal_RayCastAny(ref origin, ref unitDir, layer, max);
}
///
/// Performs a sweep into the scene using a box and checks if it has hit anything. This can be significantly more
/// efficient than other types of cast* calls.
///
/// Box to sweep through the scene.
/// Orientation of the box.
/// Unit direction towards which to perform the sweep.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool BoxCastAny(AABox box, Quaternion rotation, Vector3 unitDir, ulong layer = ulong.MaxValue,
float max = float.MaxValue)
{
return Internal_BoxCastAny(ref box, ref rotation, ref unitDir, layer, max);
}
///
/// Performs a sweep into the scene using a sphere and checks if it has hit anything. This can be significantly more
/// efficient than other types of cast* calls.
///
/// Sphere to sweep through the scene.
/// Unit direction towards which to perform the sweep.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool SphereCastAny(Sphere sphere, Vector3 unitDir, ulong layer = ulong.MaxValue,
float max = float.MaxValue)
{
return Internal_SphereCastAny(ref sphere, ref unitDir, layer, max);
}
///
/// Performs a sweep into the scene using a capsule and checks if it has hit anything. This can be significantly
/// more efficient than other types of cast* calls.
///
/// Capsule to sweep through the scene.
/// Orientation of the capsule.
/// Unit direction towards which to perform the sweep.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool CapsuleCastAny(Capsule capsule, Quaternion rotation, Vector3 unitDir,
ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
return Internal_CapsuleCastAny(ref capsule, ref rotation, ref unitDir, layer, max);
}
///
/// Performs a sweep into the scene using a convex mesh and checks if it has hit anything. This can be significantly
/// more efficient than other types of cast* calls.
///
/// Mesh to sweep through the scene. Must be convex.
/// Starting position of the mesh.
/// Orientation of the mesh.
/// Unit direction towards which to perform the sweep.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// Maximum distance at which to perform the query. Hits past this distance will not be detected.
///
/// True if something was hit, false otherwise.
public static bool ConvexCastAny(PhysicsMesh mesh, Vector3 position, Quaternion rotation,
Vector3 unitDir, ulong layer = ulong.MaxValue, float max = float.MaxValue)
{
IntPtr meshPtr = IntPtr.Zero;
if (mesh != null)
meshPtr = mesh.GetCachedPtr();
return Internal_ConvexCastAny(meshPtr, ref position, ref rotation, ref unitDir, layer, max);
}
///
/// Returns a list of all colliders in the scene that overlap the provided box.
///
/// Box to check for overlap.
/// Orientation of the box.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// List of all colliders that overlap the box.
public static Collider[] BoxOverlap(AABox box, Quaternion rotation, ulong layer = ulong.MaxValue)
{
return ConvertColliders(Internal_BoxOverlap(ref box, ref rotation, layer));
}
///
/// Returns a list of all colliders in the scene that overlap the provided sphere.
///
/// Sphere to check for overlap.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// List of all colliders that overlap the sphere.
public static Collider[] SphereOverlap(Sphere sphere, ulong layer = ulong.MaxValue)
{
return ConvertColliders(Internal_SphereOverlap(ref sphere, layer));
}
///
/// Returns a list of all colliders in the scene that overlap the provided capsule.
///
/// Capsule to check for overlap.
/// Orientation of the capsule.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// List of all colliders that overlap the sphere.
public static Collider[] CapsuleOverlap(Capsule capsule, Quaternion rotation, ulong layer = ulong.MaxValue)
{
return ConvertColliders(Internal_CapsuleOverlap(ref capsule, ref rotation, layer));
}
///
/// Returns a list of all colliders in the scene that overlap the provided convex mesh.
///
/// Mesh to check for overlap. Must be convex.
/// Position of the mesh.
/// Orientation of the mesh.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// List of all colliders that overlap the mesh.
public static Collider[] ConvexOverlap(PhysicsMesh mesh, Vector3 position, Quaternion rotation,
ulong layer = ulong.MaxValue)
{
IntPtr meshPtr = IntPtr.Zero;
if (mesh != null)
meshPtr = mesh.GetCachedPtr();
return ConvertColliders(Internal_ConvexOverlap(meshPtr, ref position, ref rotation, layer));
}
///
/// Checks if the provided box overlaps any other collider in the scene.
///
/// Box to check for overlap.
/// Orientation of the box.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// True if there is overlap with another object, false otherwise.
public static bool BoxOverlapAny(AABox box, Quaternion rotation, ulong layer = ulong.MaxValue)
{
return Internal_BoxOverlapAny(ref box, ref rotation, layer);
}
///
/// Checks if the provided sphere overlaps any other collider in the scene.
///
/// Sphere to check for overlap.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// True if there is overlap with another object, false otherwise.
public static bool SphereOverlapAny(Sphere sphere, ulong layer = ulong.MaxValue)
{
return Internal_SphereOverlapAny(ref sphere, layer);
}
///
/// Checks if the provided capsule overlaps any other collider in the scene.
///
/// Capsule to check for overlap.
/// Orientation of the capsule.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// True if there is overlap with another object, false otherwise.
public static bool CapsuleOverlapAny(Capsule capsule, Quaternion rotation, ulong layer = ulong.MaxValue)
{
return Internal_CapsuleOverlapAny(ref capsule, ref rotation, layer);
}
///
/// Checks if the provided convex mesh overlaps any other collider in the scene.
///
/// Mesh to check for overlap. Must be convex.
/// Position of the mesh.
/// Orientation of the mesh.
/// Layers to consider for the query. This allows you to ignore certain groups of objects.
///
/// True if there is overlap with another object, false otherwise.
public static bool ConvexOverlapAny(PhysicsMesh mesh, Vector3 position, Quaternion rotation,
ulong layer = ulong.MaxValue)
{
IntPtr meshPtr = IntPtr.Zero;
if (mesh != null)
meshPtr = mesh.GetCachedPtr();
return Internal_ConvexOverlapAny(meshPtr, ref position, ref rotation, layer);
}
///
/// Adds a new physics region. Certain physics options require you to set up regions in which physics objects are
/// allowed to be in, and objects outside of these regions will not be handled by physics.You do not need to set
/// up these regions by default.
///
/// Region of space that physics objects are allowed to be in.
/// A unique handle to the region.
public static int AddPhysicsRegion(AABox region)
{
return Internal_AddPhysicsRegion(ref region);
}
///
/// Removes a physics region.
///
/// Handle of the region returned by
public static void RemovePhysicsRegion(int handle)
{
Internal_RemovePhysicsRegion(handle);
}
///
/// Removes all physics regions.
///
public static void ClearPhysicsRegions()
{
Internal_ClearPhysicsRegions();
}
///
/// Enables or disables collision between two layers. Each physics object can be assigned a specific layer, and here
/// you can determine which layers can interact with each other.
///
/// First collision layer.
/// Second collision layer.
/// True if the layers are allowed to interact, false otherwise.
public static void ToggleCollision(ulong layerA, ulong layerB, bool enabled)
{
Internal_ToggleCollision(layerA, layerB, enabled);
}
///
/// Checks if two collision layers are allowed to interact.
///
/// First collision layer.
/// Second collision layer.
/// True if the two provided layers are allowed to interact.
public static bool IsCollisionEnabled(ulong layerA, ulong layerB)
{
return Internal_IsCollisionEnabled(layerA, layerB);
}
///
/// Checks is the physics simulation update currently in progress.
///
internal static bool IsUpdateInProgress
{
get { return Internal_IsUpdateInProgress(); }
}
///
/// Converts a physics query hit info retrieved from native code into managed physics query hit.
///
/// Native physics query hit info.
/// Managed physics query hit info
private static void ConvertPhysicsQueryHit(ref ScriptPhysicsQueryHit scriptHit, out PhysicsQueryHit hit)
{
if (scriptHit.collider != null)
hit.collider = scriptHit.collider.Component;
else
hit.collider = null;
hit.distance = scriptHit.distance;
hit.normal = scriptHit.normal;
hit.point = scriptHit.point;
hit.triangleIdx = scriptHit.triangleIdx;
hit.uv = scriptHit.uv;
}
///
/// Converts all provided physics query hit infos retrieved from native code into managed physics query hits.
///
/// Native physics query hits.
/// Converted managed physics query hits.
private static PhysicsQueryHit[] ConvertPhysicsQueryHits(ScriptPhysicsQueryHit[] scriptHits)
{
PhysicsQueryHit[] output = new PhysicsQueryHit[scriptHits.Length];
for (int i = 0; i < scriptHits.Length; i++)
ConvertPhysicsQueryHit(ref scriptHits[i], out output[i]);
return output;
}
///
/// Converts an array of native colliders to collider components.
///
/// Native colliders.
/// Managed collider components.
private static Collider[] ConvertColliders(NativeCollider[] colliders)
{
Collider[] output = new Collider[colliders.Length];
for (int i = 0; i < colliders.Length; i++)
output[i] = colliders[i].Component;
return output;
}
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_GetGravity(out Vector3 gravity);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_SetGravity(ref Vector3 gravity);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern int Internal_AddPhysicsRegion(ref AABox region);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_RemovePhysicsRegion(int handle);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_ClearPhysicsRegions();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern void Internal_ToggleCollision(ulong layerA, ulong layerB, bool enabled);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_IsCollisionEnabled(ulong layerA, ulong layerB);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_IsUpdateInProgress();
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_RayCast(ref Vector3 origin, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_BoxCast(ref AABox box, ref Quaternion rotation, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_SphereCast(ref Sphere sphere, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_CapsuleCast(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_ConvexCast(IntPtr mesh, ref Vector3 position, ref Quaternion rotation, ref Vector3 unitDir, out ScriptPhysicsQueryHit hit, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ScriptPhysicsQueryHit[] Internal_RayCastAll(ref Vector3 origin, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ScriptPhysicsQueryHit[] Internal_BoxCastAll(ref AABox box, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ScriptPhysicsQueryHit[] Internal_SphereCastAll(ref Sphere sphere, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ScriptPhysicsQueryHit[] Internal_CapsuleCastAll(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern ScriptPhysicsQueryHit[] Internal_ConvexCastAll(IntPtr mesh, ref Vector3 position, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_RayCastAny(ref Vector3 origin, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_BoxCastAny(ref AABox box, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_SphereCastAny(ref Sphere sphere, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_CapsuleCastAny(ref Capsule capsule, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_ConvexCastAny(IntPtr mesh, ref Vector3 position, ref Quaternion rotation, ref Vector3 unitDir, ulong layer, float max);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern NativeCollider[] Internal_BoxOverlap(ref AABox box, ref Quaternion rotation, ulong layer);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern NativeCollider[] Internal_SphereOverlap(ref Sphere sphere, ulong layer);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern NativeCollider[] Internal_CapsuleOverlap(ref Capsule capsule, ref Quaternion rotation, ulong layer);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern NativeCollider[] Internal_ConvexOverlap(IntPtr mesh, ref Vector3 position, ref Quaternion rotation, ulong layer);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_BoxOverlapAny(ref AABox box, ref Quaternion rotation, ulong layer);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_SphereOverlapAny(ref Sphere sphere, ulong layer);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_CapsuleOverlapAny(ref Capsule capsule, ref Quaternion rotation, ulong layer);
[MethodImpl(MethodImplOptions.InternalCall)]
private static extern bool Internal_ConvexOverlapAny(IntPtr mesh, ref Vector3 position, ref Quaternion rotation, ulong layer);
}
/** @} */
}