Difference between revisions of "R3d.World:raycast"
| Line 23: | Line 23: | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function raycastcallback(c) | function raycastcallback(c) | ||
| − | print(" | + | -- fixture: table |
| + | -- body: table | ||
| + | -- worldNormal: table | ||
| + | -- hitFraction: number | ||
| + | -- worldPoint: table | ||
| + | -- triangleIndex: number | ||
| + | for k, v in pairs(c.fixture) do | ||
| + | print("fixture:", k, v) | ||
| + | end | ||
| + | print("body id:", c.body.id) | ||
print("world normal coords:", c.worldNormal[1], c.worldNormal[2], c.worldNormal[3]) | print("world normal coords:", c.worldNormal[1], c.worldNormal[2], c.worldNormal[3]) | ||
print("hit fraction:", c.hitFraction) | print("hit fraction:", c.hitFraction) | ||
| − | print(" | + | print("world point coords:", c.worldPoint[1], c.worldPoint[2], c.worldPoint[3]) |
print("triangle index:", c.triangleIndex) | print("triangle index:", c.triangleIndex) | ||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
| − | |||
end | end | ||
world:raycast(0, 0, 0, 0, 10, -32, raycastcallback) | world:raycast(0, 0, 0, 0, 10, -32, raycastcallback) | ||
Latest revision as of 02:49, 18 December 2025
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.
r3d.World:raycast(sx,sy,sz,ex,ey,ez,callback[,category])
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
function raycastcallback(c)
-- fixture: table
-- body: table
-- worldNormal: table
-- hitFraction: number
-- worldPoint: table
-- triangleIndex: number
for k, v in pairs(c.fixture) do
print("fixture:", k, v)
end
print("body id:", c.body.id)
print("world normal coords:", c.worldNormal[1], c.worldNormal[2], c.worldNormal[3])
print("hit fraction:", c.hitFraction)
print("world point coords:", c.worldPoint[1], c.worldPoint[2], c.worldPoint[3])
print("triangle index:", c.triangleIndex)
end
world:raycast(0, 0, 0, 0, 10, -32, raycastcallback)
- 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:getGravity
- R3d.World:raycast
- R3d.World:setEventListener
- R3d.World:setGravity
- R3d.World:step
- R3d.World:testCollision
- R3d.World:testOverlap