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* 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.
* 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.
* @param callback A user implemented callback class. It should match signature function Callback(fixture:b2Fixture):Boolean. Return true to continue to the next fixture.
* Query the world for all fixtures that contain a point.
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* @note This provides a feature specific to this port.
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* @param callback A user implemented callback class. It should match signature function Callback(fixture:b2Fixture):Boolean. Return true to continue to the next fixture.
* 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.
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