collisionWorld.CastRay hit itself ,but i dont want.just like UnityEngine.Physics.Raycast

using Unity.Physics;

bool haveHit = collisionWorld.CastRay(input, out hit);
if (haveHit)
{
return hit.Entity;
}

collisionWorld.CastRay hit itself ,but i dont want.just like UnityEngine.Physics.Raycast

how to set,or i need to use
bool CastRay(RaycastInput input, ref NativeList allHits)
{
return QueryWrappers.RayCast(in this, input, ref allHits);
}

and forloop allHits that look if it’s length is >2
this ray is always begin from collider player

I use the following code to get the AABB of my own collider and use RayCast from outside my own collider.

PhysicsCollider.ValueRO.Value.CalculateAabb()

I hope this helps.