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
}