/// Return only information about the nearest shape to the query point. /// Shapes are filtered using the group and layers in the same way as collisions. public static ChipmunkShape NearestPointQueryNearest(Vector2 point, float maxDistance, uint layers, string group, out ChipmunkNearestPointQueryInfo info) { IntPtr handle = manager._space._handle; return(ChipmunkShape._FromHandle(cpSpaceNearestPointQueryNearest(handle, point, maxDistance, layers, ChipmunkBinding.InternString(group), out info))); }
/// Calls NearestPointQueryNearest() with all layers an no group. public static ChipmunkShape NearestPointQueryNearest(Vector2 point, float maxDistance, out ChipmunkNearestPointQueryInfo info) { return(NearestPointQueryNearest(point, maxDistance, ~(uint)0, "", out info)); }
cpSpaceNearestPointQueryNearest(IntPtr handle, Vector2 point, float maxDistance, uint layers, int group, out ChipmunkNearestPointQueryInfo info);