/// Iterate all the shapes within 'maxDist' of 'point' by calling 'del' for each. /// Shapes are filtered using the group and layers in the same way as collisions. public static void NearestPointQuery(Vector2 point, float maxDist, uint layers, string group, NearestPointQueryDelegate del) { IntPtr handle = manager._space._handle; _NearestPointQuery(handle, point, maxDist, layers, ChipmunkBinding.InternString(group), del); }
/// Calls NearestPointQuery() with all layers and no group. public static void NearestPointQuery(Vector2 point, float maxDist, NearestPointQueryDelegate del) { NearestPointQuery(point, maxDist, ~(uint)0, "", del); }
private static extern void _NearestPointQuery(IntPtr handle, Vector2 point, float maxDist, uint layers, int group, NearestPointQueryDelegate del);