shapeCast method

ShapeCastHit? shapeCast(
  1. Shape shape,
  2. Matrix4 from,
  3. Vector3 direction,
  4. double distance, {
  5. int layerMask = 0xFFFFFFFF,
  6. bool includeFixed = true,
  7. bool includeKinematic = true,
  8. bool includeDynamic = true,
  9. bool includeTriggers = false,
})

Implementation

ShapeCastHit? shapeCast(
  sim.Shape shape,
  Matrix4 from,
  Vector3 direction,
  double distance, {
  int layerMask = 0xFFFFFFFF,
  bool includeFixed = true,
  bool includeKinematic = true,
  bool includeDynamic = true,
  bool includeTriggers = false,
}) {
  final hit = simulation.shapeCast(
    shape,
    from,
    direction,
    distance,
    layerMask: layerMask,
    includeFixed: includeFixed,
    includeKinematic: includeKinematic,
    includeDynamic: includeDynamic,
    includeTriggers: includeTriggers,
  );
  if (hit == null) return null;
  final collider = _collidersByHandle[hit.colliderHandle];
  if (collider == null) return null;
  return ShapeCastHit(
    node: collider.node,
    collider: collider,
    worldPoint: hit.worldPoint,
    worldNormal: hit.worldNormal,
    distance: hit.distance,
  );
}