use voxel_tile_raycast::{na::Vector2, tile_raycast}; fn main() { tile_raycast( Vector2::new(0.0, 1.0), Vector2::new(-1.0, 0.5), 4.0, |index, hit_pos, hit_normal| { println!("{index:?} {hit_pos:?} {hit_normal:?}"); false // to continue ray }, ) }