bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance) { TC_LOG_DEBUG("maps", "testing intersection with %s", obj.name.c_str()); bool hit = obj.intersectRay(r, distance, true, phase_mask); if (hit) { did_hit = true; TC_LOG_DEBUG("maps", "result: intersects"); } return hit; }
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance) { LogDebug("DynamicTreeIntersectionCallback_WithLogger : testing intersection with %s", obj.name.c_str()); bool hit = obj.intersectRay(r, distance, true, phase_mask); if (hit) { did_hit = true; LogDebug("DynamicTreeIntersectionCallback_WithLogger : result: intersects"); } return hit; }
bool operator()(const Ray& r, const GameObjectModel& obj, float& distance) { DEBUG_LOG("testing intersection with %s", obj.name.c_str()); bool hit = obj.intersectRay(r, distance, true); if (hit) { did_hit = true; DEBUG_LOG("result: intersects"); } return hit; }
bool operator()(const Ray& r, const GameObjectModel& obj, float& distance) { sLog->outDebug(LOG_FILTER_MAPS, "testing intersection with %s", obj.name.c_str()); bool hit = obj.intersectRay(r, distance, true, phase_mask); if (hit) { did_hit = true; sLog->outDebug(LOG_FILTER_MAPS, "result: intersects"); } return hit; }
bool operator()(const G3D::Ray& r, const GameObjectModel& obj, float& distance) { did_hit = obj.intersectRay(r, distance, true, phase_mask); return did_hit; }
bool operator()(G3D::Ray const& r, GameObjectModel const& obj, float& distance) { _didHit = obj.intersectRay(r, distance, true, _phaseShift); return _didHit; }