Difference between revisions of "Math.raycast"
From GiderosMobile
m (removed language stuff)  | 
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| Line 1: | Line 1: | ||
__NOTOC__  | __NOTOC__  | ||
| − | + | '''Available since:''' Gideros 2020.9<br/>  | |
| − | '''  | + | '''Class:''' [[math]]<br/>  | 
| − | '''  | + | |
| − | ===   | + | === Description ===  | 
| − | + | Returns collisions between a ray and a shape.  | |
<source lang="lua">  | <source lang="lua">  | ||
(table) = math.raycast(origin,direction,shape)  | (table) = math.raycast(origin,direction,shape)  | ||
| Line 22: | Line 22: | ||
* reflect: reflection direction  | * reflect: reflection direction  | ||
| − | ===   | + | === Parameters ===  | 
| − | '''origin''': (table)   | + | '''origin''': (table) the origin of the ray<br/>  | 
| − | '''direction''': (table)   | + | '''direction''': (table) the direction of the ray<br/>  | 
| − | '''shape''': (table)   | + | '''shape''': (table) the shape to test against<br/>  | 
| − | ===   | + | === Return values ===  | 
| − | '''  | + | '''Returns''' (table) a list of intersections<br/>  | 
{{Math}}  | {{Math}}  | ||
Revision as of 06:30, 13 June 2021
Available since: Gideros 2020.9
Class: math
Description
Returns collisions between a ray and a shape.
(table) = math.raycast(origin,direction,shape)
Shapes are tables which can have the following forms:
- { x, y, z, radius }: Represent a sphere (3D) or a circle (2D)
 - { x, y, z, normal }: Represent a plane (3D) or a line (2D)
 - { x, y, z, normal, extent }: Represent a disk (3D) or a segment (2D)
 - { x, y, x2, y2 }: Represent a segment (2D)
 - { x, y, z, 1, 2, ... }: Represent a shape group
 
Each resulting collison contains the following fields:
- point: collision point
 - distance: distance of the collision point from the origin
 - normal: normal vector of the shape surface at the collision point
 - reflect: reflection direction
 
Parameters
origin: (table) the origin of the ray
direction: (table) the direction of the ray
shape: (table) the shape to test against
Return values
Returns (table) a list of intersections
- Math
 - Math.abs
 - Math.acos
 - Math.asin
 - Math.atan
 - Math.atan2
 - Math.ceil
 - Math.clamp
 - Math.cos
 - Math.cosh
 - Math.cross
 - Math.deg
 - Math.distance
 - Math.distances
 - Math.dot
 - Math.edge
 - Math.exp
 - Math.fft
 - Math.floor
 - Math.fmod
 - Math.frexp
 - Math.ifft
 - Math.inside
 - Math.ldexp
 - Math.length
 - Math.log
 - Math.log10
 - Math.max
 - Math.min
 - Math.modf
 - Math.nearest
 - Math.noise
 - Math.normalize
 - Math.pow
 - Math.rad
 - Math.random
 - Math.randomseed
 - Math.raycast
 - Math.round
 - Math.sign
 - Math.sin
 - Math.sinh
 - Math.sqrt
 - Math.tan
 - Math.tanh