Difference between revisions of "B2.World:rayCast"
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*return 0: terminate the ray cast | *return 0: terminate the ray cast | ||
*return fraction: clip the ray to this point | *return fraction: clip the ray to this point | ||
− | *return 1: don | + | *return 1: don't clip the ray and continue |
− | < | + | <syntaxhighlight lang="lua"> |
b2.World:rayCast(x1,y1,x2,y2,listener,data) | b2.World:rayCast(x1,y1,x2,y2,listener,data) | ||
− | </ | + | </syntaxhighlight> |
=== <translate>Parameters</translate> === | === <translate>Parameters</translate> === | ||
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=== <translate>Examples</translate> === | === <translate>Examples</translate> === | ||
'''Detecting bodies with raycasting''' | '''Detecting bodies with raycasting''' | ||
− | < | + | <syntaxhighlight lang="lua"> |
− | local raycastCallback function(fixture, hitX, hitY, vectX, vectY, | + | local raycastCallback function(fixture, hitX, hitY, vectX, vectY, fraction) |
--so if this function is called, it means we hit some kind of object | --so if this function is called, it means we hit some kind of object | ||
− | --and | + | --and its fixture is stored in first variable we named "fixture" |
--so we can for example get body | --so we can for example get body | ||
local body = fixture:getBody() | local body = fixture:getBody() | ||
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local x, y = body:getPosition() | local x, y = body:getPosition() | ||
world:rayCast(x, y, x, y-100, raycastCallback) | world:rayCast(x, y, x, y-100, raycastCallback) | ||
− | </ | + | </syntaxhighlight> |
{{B2.World}} | {{B2.World}} |
Latest revision as of 14:27, 13 July 2023
Available since: Gideros 2011.6
Class: b2.World
Description
Ray-casts the world for all fixtures in the path of the ray. Your callback controls whether you get the closest point, any point, or n-points. The ray-cast ignores shapes that contain the starting point.
Listener function is called for each fixture found in the query and accepts 6 parameters (7 if data parameter is provided):
- the fixture hit by the ray
- the x coordinate of the point of initial intersection
- the y coordinate of the point of initial intersection
- the x coordinate of the normal vector at the point of intersection
- the y coordinate of the normal vector at the point of intersection
- fraction
You control how the ray cast proceeds by returning a number:
- return no value or -1: ignore this fixture and continue
- return 0: terminate the ray cast
- return fraction: clip the ray to this point
- return 1: don't clip the ray and continue
b2.World:rayCast(x1,y1,x2,y2,listener,data)
Parameters
x1: (number) the x coordinate of the ray starting point
y1: (number) the y coordinate of the ray starting point
x2: (number) the x coordinate of the ray ending point
y2: (number) the y coordinate of the ray ending point
listener: (function) the listener function that processes the results
data: (any) an optional data parameter that is passed as a first argument to the listener function optional
Examples
Detecting bodies with raycasting
local raycastCallback function(fixture, hitX, hitY, vectX, vectY, fraction)
--so if this function is called, it means we hit some kind of object
--and its fixture is stored in first variable we named "fixture"
--so we can for example get body
local body = fixture:getBody()
end
--now we add callback function for projected raycast above body
--Parameters:
--object x coordinate
--object y coordinate
--projection vector on x axis
--projection vector on y axis
--callback function
local x, y = body:getPosition()
world:rayCast(x, y, x, y-100, raycastCallback)