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.CollisionAssembly: NeoAxis.Core (in NeoAxis.Core.dll) Version: 2026.1.1.0 (2026.1.1.0)
Syntaxpublic void RayCast(
BroadPhaseRayCastCallback callback,
ref RayCastInput input
)
Parameters
- callback BroadPhaseRayCastCallback
- A callback class that is called for each proxy that is hit by the ray.
- input RayCastInput
- The ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
See Also