Difference between revisions of "R3d.World:testOverlap"
From GiderosMobile
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__NOTOC__ | __NOTOC__ | ||
| − | |||
'''Available since:''' Gideros 2019.10<br/> | '''Available since:''' Gideros 2019.10<br/> | ||
'''Class:''' [[R3d.World]]<br/> | '''Class:''' [[R3d.World]]<br/> | ||
=== Description === | === Description === | ||
| − | Checks if the colliders of two bodies overlap. | + | World Query Collider. Checks if the colliders of two bodies overlap. |
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
| − | (bool) = r3d.World:testOverlap(bodyA, bodyB) | + | (bool) = r3d.World:testOverlap(bodyA,bodyB) |
</syntaxhighlight> | </syntaxhighlight> | ||
| + | |||
| + | A world query collider is a collider used to perform world queries on it. World queries are manual queries performed on the physics world. | ||
You can use this if you just want to know if bodies are colliding but your are not interested in the contact information. | You can use this if you just want to know if bodies are colliding but your are not interested in the contact information. | ||
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'''Returns''' (boolean) either true or false<br/> | '''Returns''' (boolean) either true or false<br/> | ||
| − | === | + | === Examples === |
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
local c = 1 | local c = 1 | ||
| Line 29: | Line 30: | ||
end | end | ||
world:setEventListener(collisionsEventListener) | world:setEventListener(collisionsEventListener) | ||
| + | </syntaxhighlight> | ||
| + | |||
| + | '''Or''' | ||
| + | <syntaxhighlight lang="lua"> | ||
| + | stage:addEventListener(Event.ENTER_FRAME, function(e) | ||
| + | world:step(e.deltaTime) | ||
| + | local bool = world:testOverlap(player1.body, obj01.body) | ||
| + | print(bool) | ||
| + | end | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{R3d.World}} | {{R3d.World}} | ||
Latest revision as of 21:40, 16 December 2025
Available since: Gideros 2019.10
Class: R3d.World
Description
World Query Collider. Checks if the colliders of two bodies overlap.
(bool) = r3d.World:testOverlap(bodyA,bodyB)
A world query collider is a collider used to perform world queries on it. World queries are manual queries performed on the physics world.
You can use this if you just want to know if bodies are colliding but your are not interested in the contact information.
Parameters
bodyA: (body) the first body to test collisions with
bodyB: (body) the second body to test collisions with
Return values
Returns (boolean) either true or false
Examples
local c = 1
function collisionsEventListener()
if world:testOverlap(shipvp.body, ground01body) then
print("collision", c)
c += 1
end
end
world:setEventListener(collisionsEventListener)
Or
stage:addEventListener(Event.ENTER_FRAME, function(e)
world:step(e.deltaTime)
local bool = world:testOverlap(player1.body, obj01.body)
print(bool)
end
- 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:testCollision
- R3d.World:testOverlap