Ray-cast against the proxies in the tree. This relies on the callback to perform a exact ray-cast in the case were the proxy contains a shape. The callback also performs the any collision filtering. This has performance roughly equal to k * log(n), where k is the number of collisions and n is the number of proxies in the tree.
@param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1). @param callback a callback class that is called for each proxy that is hit by the ray.
void raycast(TreeRayCastCallback callback, RayCastInput input);