R3d.World:raycast

Available since: Gideros 2019.10
Class: R3d.World

Description

You can use ReactPhysics3D to test intersection between a ray and the bodies of the world you have created.

Ray casting can be performed against multiple bodies, a single body or any proxy shape of a given body.

r3d.World:raycast(sx, sy, sz, ex, ey, ez, callback, category)

Parameters

sx: (number) the starting position of the raycast in the world x axis
sy: (number) the starting position of the raycast in the world y axis
sz: (number) the starting position of the raycast in the world z axis
ex: (number) the ending position of the raycast in the world x axis
ey: (number) the ending position of the raycast in the world y axis
ez: (number) the ending position of the raycast in the world z axis
callback: (function) the callback function
category: (number) bit mask for collision filtering optional

Example

function raycastcallback(c)
	print("world point coords:", c.worldPoint[1], c.worldPoint[2], c.worldPoint[3])
	print("world normal coords:", c.worldNormal[1], c.worldNormal[2], c.worldNormal[3])
	print("hit fraction:", c.hitFraction)
	print("mesh subpart:", c.meshSubpart)
	print("triangle index:", c.triangleIndex)
	for k, v in pairs(c.body) do
		print("body:", k, v)
	end
	for k, v in pairs(c.fixture) do
		print("fixture:", k, v)
	end
end
world:raycast(0, 0, 0, 0, 10, -32, raycastcallback)