Difference between revisions of "B2.World:rayCast"
Line 27: | Line 27: | ||
b2.World:rayCast(x1,y1,x2,y2,listener,data) | b2.World:rayCast(x1,y1,x2,y2,listener,data) | ||
</source> | </source> | ||
− | '''x1''': (number) the x coordinate of the ray starting point | + | === Parameters === |
− | '''y1''': (number) the y coordinate of the ray starting point | + | '''x1''': (number) the x coordinate of the ray starting point <br/> |
− | '''x2''': (number) the x coordinate of the ray ending point | + | '''y1''': (number) the y coordinate of the ray starting point <br/> |
− | '''y2''': (number) the y coordinate of the ray ending point | + | '''x2''': (number) the x coordinate of the ray ending point <br/> |
− | '''listener''': (function) the listener function that processes the results | + | '''y2''': (number) the y coordinate of the ray ending point <br/> |
+ | '''listener''': (function) the listener function that processes the results <br/> | ||
'''data''': (any) an optional data parameter that is passed as a first argument to the listener function '''optional'''<br/> | '''data''': (any) an optional data parameter that is passed as a first argument to the listener function '''optional'''<br/> | ||
+ | === Examples === | ||
+ | '''Detecting bodies with raycasting'''<br/> | ||
+ | <source lang="lua">local raycastCallback function(fixture, hitX, hitY, vectX, vectY, fration) | ||
+ | --so if this function is called, it means we hit some kind of object | ||
+ | --and it's 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)</source> |
Revision as of 10:45, 23 August 2018
Available since: Gideros 2011.6
Description
Ray-cast 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):
1. the fixture hit by the ray
2. the x coordinate of the point of initial intersection
3. the y coordinate of the point of initial intersection
4. the x coordinate of the normal vector at the point of intersection
5. the y coordinate of the normal vector at the point of intersection
6. fraction
You control how the ray cast proceeds by returning a number:
<ul>
<li>return no value or -1: ignore this fixture and continue</li>
<li>return 0: terminate the ray cast</li>
<li>return fraction: clip the ray to this point</li>
<li>return 1: don't clip the ray and continue</li>
</ul>
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, fration)
--so if this function is called, it means we hit some kind of object
--and it's 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)