Merge branch 'develop' of github.com:DanielChappuis/reactphysics3d into develop
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@ -1516,7 +1516,8 @@ world.destroyJoint(joint);
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\label{sec:raycasting}
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You can use ReactPhysics3D to test intersection between a ray and the bodies of the world you have created. Ray casting can be performed against multiple bodies, a single body or
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any proxy shape of a given body. \\
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any proxy shape of a given body. Note that ray casting only works from the outside of the bodies. If the origin of a ray is inside a collision
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shape, no hit will be reported. \\
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The first thing you need to do is to create a ray using the \texttt{Ray} class of ReactPhysics3D. As you can see in the following example, this is very easy. You
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simply need to specify the point where the ray starts and the point where the ray ends (in world-space coordinates). \\
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