bool RayIntersects( Ray ray, float distance, Vector3& position )

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Description

The RayIntersects method determines if a given world ray intersects with the terrain and calculates the local position of the intersection point. This method is useful for detecting where a ray, such as one cast from a camera or a player's viewpoint, intersects with the terrain surface.

Usage

To use the RayIntersects method, you need to provide a Ray object representing the ray in world space, and a float representing the maximum distance to check for intersections. The method will output the local position of the intersection point if an intersection occurs.

The method returns a bool indicating whether an intersection was found. If true, the position parameter will contain the local coordinates of the intersection point.

Example

// Example usage of the RayIntersects method
Ray ray = new Ray(Vector3.Zero, Vector3.Forward);
float maxDistance = 100.0f;
Vector3 intersectionPosition;

Terrain terrain = new Terrain();

bool intersects = terrain.RayIntersects(ray, maxDistance, out intersectionPosition);

if (intersects)
{
    // Handle the intersection
    // intersectionPosition now contains the local position of the intersection
}