Difference between revisions of "R3d.World:raycast"
m (Text replacement - "<source" to "<syntaxhighlight")  | 
				|||
| Line 6: | Line 6: | ||
Ray casting can be performed against multiple bodies, a single body or any proxy shape of a given body.  | Ray casting can be performed against multiple bodies, a single body or any proxy shape of a given body.  | ||
| − | <  | + | <syntaxhighlight lang="lua">  | 
r3d.World:raycast(sx, sy, sz, ex, ey, ez, callback, category)  | r3d.World:raycast(sx, sy, sz, ex, ey, ez, callback, category)  | ||
</source>  | </source>  | ||
| Line 21: | Line 21: | ||
=== Example ===  | === Example ===  | ||
| − | <  | + | <syntaxhighlight lang="lua">  | 
function raycastcallback(c)  | function raycastcallback(c)  | ||
	print("world point coords:", c.worldPoint[1], c.worldPoint[2], c.worldPoint[3])  | 	print("world point coords:", c.worldPoint[1], c.worldPoint[2], c.worldPoint[3])  | ||
Revision as of 14:30, 13 July 2023
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. <syntaxhighlight lang="lua"> r3d.World:raycast(sx, sy, sz, ex, ey, ez, callback, category) </source>
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
<syntaxhighlight lang="lua"> 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) </source>
- R3d.World
 - R3d.World.new
 - R3d.World:createBallAndSocketJoint
 - R3d.World:createBody
 - R3d.World:createFixedJoint
 - R3d.World:createHingeJoint
 - R3d.World:createSliderJoint
 - R3d.World:destroyBody
 - R3d.World:destroyJoint
 - R3d.World:raycast
 - R3d.World:setEventListener
 - R3d.World:step
 - R3d.World:testAABBOverlap
 - R3d.World:testCollision
 - R3d.World:testOverlap