Difference between revisions of "R3d.World:testOverlap"
From GiderosMobile
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=== Description === | === Description === | ||
| − | Checks if two bodies overlap. | + | Checks if the colliders of two bodies overlap. |
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
(bool) = r3d.World:testOverlap(bodyA, bodyB) | (bool) = r3d.World:testOverlap(bodyA, bodyB) | ||
| − | </ | + | </syntaxhighlight> |
| + | |||
| + | You can use this if you just want to know if bodies are colliding but your are not interested in the contact information. | ||
=== Parameters === | === Parameters === | ||
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end | end | ||
world:setEventListener(collisionsEventListener) | world:setEventListener(collisionsEventListener) | ||
| − | </ | + | </syntaxhighlight> |
{{R3d.World}} | {{R3d.World}} | ||
Latest revision as of 23:33, 15 December 2025
Available since: Gideros 2019.10
Class: R3d.World
Description
Checks if the colliders of two bodies overlap.
(bool) = r3d.World:testOverlap(bodyA, bodyB)
You can use this if you just want to know if bodies are colliding but your are not interested in the contact information.
Parameters
bodyA: (body) the first body to test collisions with
bodyB: (body) the second body to test collisions with
Return values
Returns (boolean) either true or false
Example
local c = 1
function collisionsEventListener()
if world:testOverlap(shipvp.body, ground01body) then
print("collision", c)
c += 1
end
end
world:setEventListener(collisionsEventListener)
- 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