Description: Returns closest location point of a ray intersect with a surface. Returns X, Y, Z and a 0 or 1 for if successful.
| Short Flag | Long Flag | Argument | Description |
|---|---|---|---|
| -ba | -boneangle | float | Specify bone angle to allow when growing. Defaults to -1, which means ignore. Otherwise use 0 - 180. |
| -bpt1 | -bonepoint1 | float float float | Specify starting location of bone. Defaults to 0,0,0. |
| -bpt2 | -bonepoint2 | float float float | Specify ending location of bone. Defaults to 0,0,0. |
| -loc | -local | Do intersection in Object space of provided, otherwise uses World space as default. | |
| -mlt | -mult | float | Amount final point distance should be multiplied to adjust final result. For example 2.0 returns a point twice as far as it would be normally. Defaults to 1.0. |
| -off | -offset | float | Amount points should be offset inward from point. This simulates a fat offset from the hit surface. Defaults to 0.0. |
| -pt1 | -point1 | float float float | Specify from location of ray. Defaults to 0,0,0. |
| -pt2 | -point2 | float float float | Specify ending location of ray. Defaults to 0,1,0. |
cMuscleRayIntersect -pt1 0 0 0 pt2 0 1 0 pCube1 ; // Return location of ray intersect from pt1 to pt2 on surface.