I am forced to ask this shameful question here. I've build a quadtree structure which contains 2D triangles. Everything would be nice, cool and fast if only I would knew how to use it
My aim is to cast a 2D ray from given point with given direction, and get the closest triangle position. And my question is how should I approach that? Should I add my ray to quadtree and there find collision? Or should I aproach it different way?