CryEngine.Physics

Classes

struct Ray

Static Public Member Functions

static bool Raycast (Ray ray)
Casts a ray hitting all entities. Returns true if an entity is hit, otherwise false. More...
static bool Raycast (Vector3 origin, Vector3 direction, float maxDistance)
Casts a ray starting from origin going along direction up until the maxDistance is reached, meanwhile hitting all entities. Returns true if an entity is hit, otherwise false. More...
static bool Raycast (Ray ray, EntityRaycastFlags entityFlags, params IPhysicalEntity[] skipList)
Casts a ray hitting all entities specified with the entityFlags. Returns true if an entity is hit, otherwise false. More...
static bool Raycast (Vector3 origin, Vector3 direction, float maxDistance, EntityRaycastFlags entityFlags, params IPhysicalEntity[] skipList)
Casts a ray starting from origin going along direction up until the maxDistance is reached, meanwhile hitting all entities specified by entityFlags. Returns true if an entity is hit, otherwise false. More...
static bool Raycast (Ray ray, out RaycastHit raycastHit)
Casts a ray hitting all entities. Returns true if an entity is hit, otherwise false. If a hit is registered details about the hit are returned in raycastHit. More...
static bool Raycast (Vec3 origin, Vec3 direction, float maxDistance, out RaycastHit raycastHit)
Casts a ray starting from origin going along direction up until the maxDistance is reached, meanwhile hitting all entities. Returns true if an entity is hit, otherwise false. If a hit is registered details about the hit are returned in raycastHit. More...
static bool Raycast (Ray ray, EntityRaycastFlags entityFlags, out RaycastHit raycastHit, params PhysicsEntity[] skipList)
Casts a ray hitting all entities specified with the entityFlags. Returns true if an entity is hit, otherwise false. If a hit is registered details about the hit are returned in raycastHit. More...
static bool Raycast (Vector3 origin, Vector3 direction, float maxDistance, EntityRaycastFlags entityFlags, out RaycastHit raycastHit, params PhysicsEntity[] skipList)
Casts a ray starting from origin going along direction up until the maxDistance is reached, meanwhile hitting all entities specified by entityFlags. Returns true if an entity is hit, otherwise false. If a hit is registered details about the hit are returned in raycastHit. More...
static PhysicsEntity [] GetSkipListForEntity (Entity entity)
Generate a skiplist for the specified entity including all of it's child-entities. More...

Member Function Documentation

◆ GetSkipListForEntity()

static PhysicsEntity [] CryEngine.Physics.GetSkipListForEntity ( Entity entity)
inline
static

Generate a skiplist for the specified entity including all of it's child-entities.

Parameters
entity
Returns

◆ Raycast() [1/8]

static bool CryEngine.Physics.Raycast ( Ray ray)
inline
static

Casts a ray hitting all entities. Returns true if an entity is hit, otherwise false.

Parameters
ray
Returns

◆ Raycast() [2/8]

static bool CryEngine.Physics.Raycast ( Vector3 origin,
Vector3 direction,
float maxDistance
)
inline
static

Casts a ray starting from origin going along direction up until the maxDistance is reached, meanwhile hitting all entities. Returns true if an entity is hit, otherwise false.

Parameters
origin
direction
maxDistance
Returns

◆ Raycast() [3/8]

static bool CryEngine.Physics.Raycast ( Ray ray,
EntityRaycastFlags entityFlags,
params IPhysicalEntity [] skipList
)
inline
static

Casts a ray hitting all entities specified with the entityFlags. Returns true if an entity is hit, otherwise false.

Parameters
ray
entityFlags
skipList
Returns

◆ Raycast() [4/8]

static bool CryEngine.Physics.Raycast ( Vector3 origin,
Vector3 direction,
float maxDistance,
EntityRaycastFlags entityFlags,
params IPhysicalEntity [] skipList
)
inline
static

Casts a ray starting from origin going along direction up until the maxDistance is reached, meanwhile hitting all entities specified by entityFlags. Returns true if an entity is hit, otherwise false.

Parameters
origin
direction
maxDistance
entityFlags
skipList
Returns

◆ Raycast() [5/8]

static bool CryEngine.Physics.Raycast ( Ray ray,
out RaycastHit raycastHit
)
inline
static

Casts a ray hitting all entities. Returns true if an entity is hit, otherwise false. If a hit is registered details about the hit are returned in raycastHit.

Parameters
ray
raycastHit
Returns

◆ Raycast() [6/8]

static bool CryEngine.Physics.Raycast ( Vec3 origin,
Vec3 direction,
float maxDistance,
out RaycastHit raycastHit
)
inline
static

Casts a ray starting from origin going along direction up until the maxDistance is reached, meanwhile hitting all entities. Returns true if an entity is hit, otherwise false. If a hit is registered details about the hit are returned in raycastHit.

Parameters
origin
direction
maxDistance
raycastHit
Returns

◆ Raycast() [7/8]

static bool CryEngine.Physics.Raycast ( Ray ray,
EntityRaycastFlags entityFlags,
out RaycastHit raycastHit,
params PhysicsEntity [] skipList
)
inline
static

Casts a ray hitting all entities specified with the entityFlags. Returns true if an entity is hit, otherwise false. If a hit is registered details about the hit are returned in raycastHit.

Parameters
ray
entityFlags
raycastHit
skipList
Returns

◆ Raycast() [8/8]

static bool CryEngine.Physics.Raycast ( Vector3 origin,
Vector3 direction,
float maxDistance,
EntityRaycastFlags entityFlags,
out RaycastHit raycastHit,
params PhysicsEntity [] skipList
)
inline
static

Casts a ray starting from origin going along direction up until the maxDistance is reached, meanwhile hitting all entities specified by entityFlags. Returns true if an entity is hit, otherwise false. If a hit is registered details about the hit are returned in raycastHit.

Parameters
origin
direction
maxDistance
entityFlags
raycastHit
skipList
Returns