use parry2d::math::{Pose, Vector};
use parry2d::query::{Ray, RayCast};
use parry2d::shape::Cuboid;
fn main() {
let cuboid = Cuboid::new(Vector::new(1.0, 2.0));
let ray_inside = Ray::new(Vector::ZERO, Vector::Y);
let ray_miss = Ray::new(Vector::new(2.0, 2.0), Vector::new(1.0, 1.0));
assert_eq!(
cuboid
.cast_ray(&Pose::identity(), &ray_inside, f32::MAX, true)
.unwrap(),
0.0
);
assert_eq!(
cuboid
.cast_ray(&Pose::identity(), &ray_inside, f32::MAX, false)
.unwrap(),
2.0
);
assert!(cuboid
.cast_ray(&Pose::identity(), &ray_miss, f32::MAX, false)
.is_none());
assert!(cuboid
.cast_ray(&Pose::identity(), &ray_miss, f32::MAX, true)
.is_none());
}