/// 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. /// @param callback a user implemented callback class. /// @param point1 the ray starting point /// @param point2 the ray ending point public void RayCast(RayCastCallback callback, Vec2 point1, Vec2 point2) { WorldRayCastWrapper wrapper = new WorldRayCastWrapper(); wrapper.broadPhase = _contactManager._broadPhase; wrapper.callback = callback; RayCastInput input = new RayCastInput(); input.MaxFraction = 1.0f; input.P1 = point1; input.P2 = point2; _contactManager._broadPhase.RayCast(wrapper, input); }