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//multiple colliders can be involved with the same pair of collision objects, therefore we also have to check if the collision object pair was already added to the temp register.
@@ -575,14 +578,11 @@ private void Resolve()
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#endregion
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//TODO: Collider of the query object (collision object, list of colldiers, collider) are never checked if they are enabled at the beginning
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// Intersect Space and Cast Space region have this problem
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// Check query collider(s) right away before doing anything else!
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#region Intersect Space
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/// <summary>
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/// Performs intersection queries for all colliders of a <see cref="CollisionObject"/> against the collision system.
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/// </summary>
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/// <param name="colObject">The collision object whose colliders are used for intersection queries.</param>
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/// <param name="colObject">The collision object whose colliders are used for intersection queries</param>
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/// <param name="origin">The origin point for the intersection result.</param>
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/// <returns>An <see cref="IntersectSpaceResult"/> containing intersection data, or null if no intersections are found.</returns>
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/// <remarks>
@@ -646,14 +646,15 @@ private void Resolve()
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/// <summary>
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/// Performs an intersection query for a single <see cref="Collider"/> against the collision system.
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/// </summary>
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/// <param name="collider">The collider to test for intersections.</param>
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/// <param name="collider">The collider to test for intersections. The collider needs to be enabled!</param>
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/// <param name="origin">The origin point for the intersection result.</param>
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/// <returns>An <see cref="IntersectSpaceResult"/> containing intersection data, or null if no intersections are found.</returns>
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/// <remarks>
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/// Only enabled colliders are considered for intersection checks in this query.
/// Performs an overlap query for all colliders of a <see cref="CollisionObject"/> against the collision system and stores the results in the provided <see cref="CastSpaceResult"/>.
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/// </summary>
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/// <param name="collisionBody">The collision object whose colliders are used for the cast query.</param>
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/// <param name="collisionBody">The collision object whose colliders are used for the cast query. Only enabled colliders from the collisionBody are used!</param>
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/// <param name="result">A reference to the result object that will be populated with colliders that overlap.</param>
/// Performs an overlap query for a list of <see cref="Collider"/> instances against the collision system and stores the results in the provided <see cref="CastSpaceResult"/>.
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/// </summary>
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/// <param name="colliders">The list of colliders to use for the cast query.</param>
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/// <param name="colliders">The list of colliders to use for the cast query. Only enabled colliders are used!</param>
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/// <param name="result">A reference to the result object that will be populated with colliders that overlap.</param>
/// Performs an overlap query for a set of <see cref="Collider"/> instances against the collision system and stores the results in the provided <see cref="CastSpaceResult"/>.
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/// </summary>
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/// <param name="colliders">The set of colliders to use for the cast query.</param>
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/// <param name="colliders">The set of colliders to use for the cast query. Only enabled colliders are used!</param>
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/// <param name="result">A reference to the result object that will be populated with colliders that overlap.</param>
/// Performs an overlap query for a single <see cref="Collider"/> against the collision system and stores the results in the provided <see cref="CastSpaceResult"/>.
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/// </summary>
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/// <param name="collider">The collider to use for the cast query.</param>
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/// <param name="collider">The collider to use for the cast query. The collider needs to be enabled!</param>
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/// <param name="result">A reference to the result object that will be populated with colliders that overlap.</param>
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/// <remarks>
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/// <list type="bullet">
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/// <item>Only enabled colliders in the collision system are checked.</item>
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/// <item>The result is cleared before being populated.</item>
/// Performs an overlap query for all colliders of a <see cref="CollisionObject"/> against the collision system.
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/// </summary>
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/// <param name="collisionBody">The collision object whose colliders are used for the cast query.</param>
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/// <param name="collisionBody">The collision object whose colliders are used for the cast query. Only enabled colliders from the collisionBody are used!</param>
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/// <returns>The number of colliders in the system that overlap with any collider of the given <paramref name="collisionBody"/>.</returns>
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/// <remarks>
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/// Only enabled colliders of the <paramref name="collisionBody"/> are considered.
@@ -1631,6 +1636,8 @@ public int CastSpace(CollisionObject collisionBody)
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