Difference between revisions of "R3d.World:testCollision"
From GiderosMobile
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r3d.World:testCollision(bodyA,bodyB,callback,category) | r3d.World:testCollision(bodyA,bodyB,callback,category) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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| + | '''Note''': this function is not called every frame. To do so, you should put the function in the ''ENTER_FRAME'' event or the r3d:''setEventListener'' | ||
=== Parameters === | === Parameters === | ||
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=== Example === | === Example === | ||
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| − | function callback() | + | function callback(e) |
| − | print( | + | print(e.fixture1, e.body1) |
| + | print(e.fixture2, e.body2) | ||
| + | print(e.body1.id, e.body2.id) | ||
end | end | ||
world:testCollision(bodyA, callback) | world:testCollision(bodyA, callback) | ||
Latest revision as of 00:27, 16 December 2025
Available since: Gideros 2019.10
Class: R3d.World
Description
Checks collisions between two bodies.
r3d.World:testCollision(bodyA,bodyB,callback,category)
Note: this function is not called every frame. To do so, you should put the function in the ENTER_FRAME event or the r3d:setEventListener
Parameters
bodyA: (body) the body A optional
bodyB: (body) the body B optional
callback: (function) the callback function
category: (number) bit mask for collision filtering optional
Example
function callback(e)
print(e.fixture1, e.body1)
print(e.fixture2, e.body2)
print(e.body1.id, e.body2.id)
end
world:testCollision(bodyA, callback)
world:testCollision(bodyA, bodyB, callback, 1)
world:testCollision(callback)
- 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