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linecasting

Linecasting is a computational query used to determine whether a straight line segment between two points intersects any geometry or objects in a scene, and if so, where along the segment the first intersection occurs. It is widely used in video games, robotics, computer graphics, and geographic information systems for purposes such as collision detection, visibility testing, and sensor simulation. Unlike raycasting, linecasting is finite in length and yields a specific exit distance.

In two dimensions and grid-based environments, linecasting often advances along the line using Bresenham's line algorithm

Common algorithms include Bresenham/DDA for grid traversal, and clipping or intersection tests such as Liang–Barsky, Cohen–Sutherland,

Applications span weapon hit detection (hitscan), line-of-sight checks, laser beams, shadow or camera visibility tests, and

Linecasting shares concepts with raycasting but is constrained to a finite segment. Its robustness depends on

or
a
digital
differential
analyzer
(DDA)
to
visit
tested
cells
or
tiles
until
an
obstacle
is
found.
In
continuous
geometry,
it
uses
standard
line-segment
intersection
tests
against
polygons,
meshes,
or
analytic
primitives,
frequently
aided
by
spatial
data
structures
to
prune
candidates.
or
segment-triangle
intersection
for
3D
scenes.
Implementations
typically
report
the
intersection
point,
the
distance
from
the
segment
start,
and
the
object
hit,
with
optional
information
about
the
surface
normal
or
material.
sensor
simulation
for
robotics
or
GIS
analyses.
Performance
is
a
key
concern,
often
addressed
with
spatial
partitioning,
early
exit
on
first
hit,
or
batch
processing.
numerical
precision
and
object
representation;
common
pitfalls
include
near-tangential
intersections
and
missed
hits
due
to
discretization.