Create a ray at a specified world position, direction, and distance in a room. @function Ray @tparam Vec3 pos World position. @tparam int roomNumber Origin room number. @tparam Vec3 direction Direction vector. @tparam float dist Maximum distance the ray can travel. @tparam[opt=Collision.IntersectionType.BOX] Collision.IntersectionType hitMoveables Collide with moveables. Disable when not needed or
| 72 | // @tparam[opt=false] bool penetrate Continue the ray test after the first hit. Enable this when you need to collect all collision information beyond the first occlusion point. |
| 73 | // @treturn Ray A new ray object. |
| 74 | Ray::Ray(const Vec3& origin, int roomNumber, const Vec3& dir, float dist) : |
| 75 | Ray(origin, roomNumber, dir, dist, ScriptIntersectionType::Box, ScriptIntersectionType::Box, false) { } |
| 76 | |
| 77 | Ray::Ray(const Vec3& origin, int roomNumber, const Vec3& dir, float dist, ScriptIntersectionType hitMoveables) : |
| 78 | Ray(origin, roomNumber, dir, dist, hitMoveables, ScriptIntersectionType::Box, false) { } |
nothing calls this directly
no test coverage detected