Difference between revisions of "R3d.World:raycast"

From GiderosMobile
m (Text replacement - "<source" to "<syntaxhighlight")
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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.
<source lang="lua">
+
<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>
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=== Example ===
 
=== Example ===
<source lang="lua">
+
<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>