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