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DynamicTreeTRayCast Method

Ray-cast against the proxies in the tree. This relies on the callback to perform a exact ray-cast in the case were the proxy contains a Shape. The callback also performs the any collision filtering. This has performance roughly equal to k * log(n), where k is the number of collisions and n is the number of proxies in the tree.

Namespace:  Internal.tainicom.Aether.Physics2D.Collision
Assembly:  NeoAxis.Core (in NeoAxis.Core.dll) Version: 2024.1.1.0 (2024.1.1.0)
Syntax
C#
public void RayCast(
	BroadPhaseRayCastCallback callback,
	ref RayCastInput input
)

Parameters

callback
Type: Internal.tainicom.Aether.Physics2D.CollisionBroadPhaseRayCastCallback
A callback class that is called for each proxy that is hit by the ray.
input
Type: Internal.tainicom.Aether.Physics2D.CollisionRayCastInput
The ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
See Also