use voxel_tile_raycast::{na::Vector3, voxel_raycast}; fn main() { voxel_raycast( Vector3::new(0.0, 0.0, 0.0), Vector3::new(1.0, -1.0, 0.5), 3.0, |index, hit_pos, hit_normal| { println!("{index:?} {hit_pos:?} {hit_normal:?}"); false // to continue ray } ) }