R3d.Fixture:raycast

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Available since: Gideros 2019.10
Class: R3d.Fixture

Description

Performs a ray cast on a single fixture.

(table) = r3d.Fixture:raycast(sx,sy,sz,ex,ey,ez)

Ray casting

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 collider of a given body. Note that ray casting only works from the outside of the bodies. If the origin of a ray is inside a collision shape, no hit will be reported.

Parameters

sx: (number) the starting position of the raycast on the x axis in world-space coordinates
sy: (number) the starting position of the raycast on the y axis in world-space coordinates
sz: (number) the starting position of the raycast on the z axis in world-space coordinates
ex: (number) the ending position of the raycast on the x axis in world-space coordinates
ey: (number) the ending position of the raycast on the y axis in world-space coordinates
ez: (number) the ending position of the raycast on the z axis in world-space coordinates

Return values

Returns (table) a table containing the raycast information:

  • fixture: (table)
  • body: (table)
  • worldNormal: (table)
  • hitFraction: (number)
  • worldPoint: (table)
  • triangleIndex: (number)

Example

local player1rc = player1.fixture:raycast(1,2,10, 1,2,-20)
if player1rc then
	-- fixture: (table)
	-- body: (table)
	-- worldNormal: (table)
	-- hitFraction: (number)
	-- worldPoint: (table)
	-- triangleIndex: (number)
	print(player1rc.fixture, player1rc.body.id)
	print(player1rc.worldNormal[1], player1rc.worldNormal[2], player1rc.worldNormal[3])
	print(player1rc.hitFraction)
	print(player1rc.worldPoint[1], player1rc.worldPoint[2], player1rc.worldPoint[3])
	print("****************************")
end