pub fn project_point(
        &self,
        colliders: &ColliderSet,
        point: &Point<Real>,
        solid: bool,
        groups: InteractionGroups,
    ) -> Option<(ColliderHandle, PointProjection)> {
        let pipeline_shape = self.as_composite_shape(colliders, groups);
        let mut visitor =
            PointCompositeShapeProjBestFirstVisitor::new(&pipeline_shape, point, solid);

        self.quadtree
            .traverse_best_first(&mut visitor)
            .map(|h| (h.1 .1, h.1 .0))
    }
/// Find the projection of a point on the closest collider.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point to project.
/// * `solid` - If this is set to `true` then the collider shapes are considered to
///   be plain (if the point is located inside of a plain shape, its projection is the point
///   itself). If it is set to `false` the collider shapes are considered to be hollow
///   (if the point is located inside of an hollow shape, it is projected on the shape's
///   boundary).
/// * `groups` - The bit groups and filter associated to the point to project, in order to only
///   project on colliders with collision groups compatible with the ray's group.
Find the projection of a point on the closest collider.
Find the projection of a point on the closest collider .
pub fn project_point(
        &self,
        colliders: &ColliderSet,
        point: &Point<Real>,
        solid: bool,
        groups: InteractionGroups,
    ) -> Option<(ColliderHandle, PointProjection)> {
        let pipeline_shape = self.as_composite_shape(colliders, groups);
        let mut visitor =
            PointCompositeShapeProjBestFirstVisitor::new(&pipeline_shape, point, solid);
        self.quadtree
            .traverse_best_first(&mut visitor)
            .map(|h| (h.1 .1, h.1 .0))
    }
pub fn project_point ( & self , colliders : & ColliderSet , point : & Point < Real > , solid : bool , groups : InteractionGroups , ) -> Option < ( ColliderHandle , PointProjection ) > { let pipeline_shape = self . as_composite_shape ( colliders , groups ) ; let mut visitor = PointCompositeShapeProjBestFirstVisitor :: new ( & pipeline_shape , point , solid ) ; self . quadtree . traverse_best_first ( & mut visitor ) . map ( | h | ( h . 1 . 1 , h . 1 . 0 ) ) }
Find the projection of a point on the closest collider.
Find the projection of a point on the closest collider .
&self
colliders
&ColliderSet
point
&Point<Real>
solid
bool
groups
InteractionGroups