dimforge / dimforge/ncollide

Bounded raycasts and point queries

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Rust
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Description

Complex shapes and collision worlds can have traversal costs proportional to the amount of space traversed. `RayCast` and `PointQuery` can traverse arbitrarily large amounts of space in common cases (e.g. a ray that does not actually hit anything). For many purposes, only results within a certain distance are of interest; in those cases, worst-case performance could be improved by communicating the bounds to the query, allowing traversals to bail out early.

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