/** * Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you * get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the * starting point. * * @param callback a user implemented callback class. * @param point1 the ray starting point * @param point2 the ray ending point */ public void raycast(RayCastCallback callback, Vec2 point1, Vec2 point2) { wrcwrapper.broadPhase = m_contactManager.m_broadPhase; wrcwrapper.callback = callback; input.maxFraction = 1.0f; input.p1.set(point1); input.p2.set(point2); m_contactManager.m_broadPhase.raycast(wrcwrapper, input); }
/** * Ray-cast the world for all fixtures and particles in the path of the ray. Your callback * controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes * that contain the starting point. * * @param callback a user implemented callback class. * @param particleCallback the particle callback class. * @param point1 the ray starting point * @param point2 the ray ending point */ public void raycast(RayCastCallback callback, ParticleRaycastCallback particleCallback, Vec2 point1, Vec2 point2) { wrcwrapper.broadPhase = m_contactManager.m_broadPhase; wrcwrapper.callback = callback; input.maxFraction = 1.0f; input.p1.set(point1); input.p2.set(point2); m_contactManager.m_broadPhase.raycast(wrcwrapper, input); m_particleSystem.raycast(particleCallback, point1, point2); }
/** * Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you * get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the * starting point. * * @param callback a user implemented callback class. * @param point1 the ray starting point * @param point2 the ray ending point */ public void raycast(RayCastCallback callback, Vec2 point1, Vec2 point2) { wrcwrapper.broadPhase = m_contactManager.m_broadPhase; wrcwrapper.callback = callback; input.maxFraction = 1.0f; input.p1.set(point1); input.p2.set(point2); m_contactManager.m_broadPhase.raycast(wrcwrapper, input); }
/** * Ray-cast the world for all fixtures and particles in the path of the ray. Your callback * controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes * that contain the starting point. * * @param callback a user implemented callback class. * @param particleCallback the particle callback class. * @param point1 the ray starting point * @param point2 the ray ending point */ public void raycast(RayCastCallback callback, ParticleRaycastCallback particleCallback, Vec2 point1, Vec2 point2) { wrcwrapper.broadPhase = m_contactManager.m_broadPhase; wrcwrapper.callback = callback; input.maxFraction = 1.0f; input.p1.set(point1); input.p2.set(point2); m_contactManager.m_broadPhase.raycast(wrcwrapper, input); m_particleSystem.raycast(particleCallback, point1, point2); }
/** * Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you * get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the * starting point. * * @param callback a user implemented callback class. * @param point1 the ray starting point * @param point2 the ray ending point */ public void raycast(RayCastCallback callback, Vec2 point1, Vec2 point2) { wrcwrapper.broadPhase = m_contactManager.m_broadPhase; wrcwrapper.callback = callback; input.maxFraction = 1.0f; input.p1.set(point1); input.p2.set(point2); m_contactManager.m_broadPhase.raycast(wrcwrapper, input); }
/** * Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you * get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the * starting point. * * @param callback a user implemented callback class. * @param point1 the ray starting point * @param point2 the ray ending point */ public void raycast(RayCastCallback callback, Vec2 point1, Vec2 point2) { wrcwrapper.broadPhase = m_contactManager.m_broadPhase; wrcwrapper.callback = callback; input.maxFraction = 1.0f; input.p1.set(point1); input.p2.set(point2); m_contactManager.m_broadPhase.raycast(wrcwrapper, input); }
/** * Ray-cast the world for all fixtures in the path of the ray. Your callback controls whether you * get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the * starting point. * * @param callback a user implemented callback class. * @param point1 the ray starting point * @param point2 the ray ending point */ public void raycast(RayCastCallback callback, Vec2 point1, Vec2 point2) { wrcwrapper.broadPhase = m_contactManager.m_broadPhase; wrcwrapper.callback = callback; input.maxFraction = 1.0f; input.p1.set(point1); input.p2.set(point2); m_contactManager.m_broadPhase.raycast(wrcwrapper, input); }
/** * Ray-cast the world for all fixtures and particles in the path of the ray. Your callback * controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes * that contain the starting point. * * @param callback a user implemented callback class. * @param particleCallback the particle callback class. * @param point1 the ray starting point * @param point2 the ray ending point */ public void raycast(RayCastCallback callback, ParticleRaycastCallback particleCallback, Vec2 point1, Vec2 point2) { wrcwrapper.broadPhase = m_contactManager.m_broadPhase; wrcwrapper.callback = callback; input.maxFraction = 1.0f; input.p1.set(point1); input.p2.set(point2); m_contactManager.m_broadPhase.raycast(wrcwrapper, input); m_particleSystem.raycast(particleCallback, point1, point2); }
/** * Ray-cast the world for all fixtures and particles in the path of the ray. Your callback * controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes * that contain the starting point. * * @param callback a user implemented callback class. * @param particleCallback the particle callback class. * @param point1 the ray starting point * @param point2 the ray ending point */ public void raycast(RayCastCallback callback, ParticleRaycastCallback particleCallback, Vec2 point1, Vec2 point2) { wrcwrapper.broadPhase = m_contactManager.m_broadPhase; wrcwrapper.callback = callback; input.maxFraction = 1.0f; input.p1.set(point1); input.p2.set(point2); m_contactManager.m_broadPhase.raycast(wrcwrapper, input); particleSystem.raycast(particleCallback, point1, point2); }