Casts a ray through a particular sprite (can be physics or non physics) and stores the result of any intersection.
class function SpriteRayCastSingle(const Sprite: TAgkSprite; const X1: Single; const Y1: Single; const X2: Single; const Y2: Single): Boolean; overload; static;
Parameters |
Description |
const Sprite: TAgkSprite |
The sprite to check for intersection with the ray. |
const X1: Single |
The X coordinate of the start point in world coordinates. |
const Y1: Single |
The Y coordinate of the start point in world coordinates. |
const X2: Single |
The X coordinate of the end point in world coordinates. |
const Y2: Single |
The Y coordinate of the end point in world coordinates. |
True if there was a collision, False if not.
Results of a ray cast can be retrieved using the other ray cast functions or properties such as RayCastNormal. If the ray starts inside a shape that shape will not be counted in the results. This function is special in that it also works on all sprites even those that do not have physics turned on, but the sprite must have been assigned a shape using one of the sprite shape commands.
Copyright (c) 2012. All rights reserved.
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