public static void SetLaserLength(Scene scene, Laserbeam beam)
        {
            Level level = scene as Level;

            beam.Length = MaxBeamLength(level, beam);
            float shortestWidth = MaxBeamLength(level, beam);

            foreach (Solid s in scene.Tracker.GetEntities <Solid>())
            {
                if (beam.CollideCheck(s))
                {
                    if (s.Collider is Grid)
                    {
                        shortestWidth = Math.Min(shortestWidth, GetLaserLengthDACOnGrid(beam, s.Collider as Grid, shortestWidth));
                    }
                    else
                    {
                        shortestWidth = Math.Min(shortestWidth, LengthCalculatingFunctions[beam.Direction](beam, s.Collider));
                    }
                }
            }

            foreach (LaserDetectorActor entity in scene.Tracker.GetEntities <LaserDetectorActor>())
            {
                Collider origCollider = entity.Collider;

                Collider     collider     = entity.GetLaserBlockingCollider(beam);
                ColliderList colliderList = collider as ColliderList;

                if (colliderList == null)
                {
                    entity.Collider = collider;
                    if (beam.CollideCheck(entity))
                    {
                        shortestWidth = Math.Min(shortestWidth, LengthCalculatingFunctions[beam.Direction](beam, collider));
                    }
                }
                else
                {
                    foreach (Collider c in colliderList.colliders)
                    {
                        entity.Collider = c;
                        if (beam.CollideCheck(entity))
                        {
                            shortestWidth = Math.Min(shortestWidth, LengthCalculatingFunctions[beam.Direction](beam, c));
                        }
                    }
                }

                entity.Collider = origCollider;
            }

            beam.Length = shortestWidth;
        }
        public static void SetLaserLengthDAQ(Scene scene, Laserbeam beam)
        {
            Level level     = scene as Level;
            float maxLength = LaserHelper.MaxBeamLength(level, beam);

            float offset = maxLength / 2f;

            beam.Length = offset;

            while (offset >= 1f)
            {
                bool colliding = beam.CollideCheck <Solid>() || LaserHelper.LaserBlockingCheck(scene, beam);
                int  sign      = colliding ? -1 : 1;

                offset      /= 2f;
                beam.Length += sign * offset;
            }

            beam.Length = (float)Math.Round(beam.Length);
        }