Пример #1
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    /// 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)));
    }
Пример #2
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 /// 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));
 }
Пример #3
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 cpSpaceNearestPointQueryNearest(IntPtr handle, Vector2 point, float maxDistance, uint layers, int group, out ChipmunkNearestPointQueryInfo info);