Difference between revisions of "Math.raycast"

From GiderosMobile
m (removed language stuff)
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__NOTOC__
 
__NOTOC__
<languages />
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'''Available since:''' Gideros 2020.9<br/>
'''<translate>Available since</translate>:''' Gideros 2020.9<br/>
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'''Class:''' [[math]]<br/>
'''<translate>Class</translate>:''' [[Special:MyLanguage/math|math]]<br/>
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=== <translate>Description</translate> ===
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=== Description ===
<translate>Returns collisions between a ray and a shape.</translate>
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Returns collisions between a ray and a shape.
 
<source lang="lua">
 
<source lang="lua">
 
(table) = math.raycast(origin,direction,shape)
 
(table) = math.raycast(origin,direction,shape)
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* reflect: reflection direction
 
* reflect: reflection direction
  
=== <translate>Parameters</translate> ===
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=== Parameters ===
'''origin''': (table) <translate>The origin of the ray</translate> <br/>
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'''origin''': (table) the origin of the ray<br/>
'''direction''': (table) <translate>The direction of the ray</translate> <br/>
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'''direction''': (table) the direction of the ray<br/>
'''shape''': (table) <translate>The shape to test against</translate> <br/>
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'''shape''': (table) the shape to test against<br/>
  
=== <translate>Return values</translate> ===
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=== Return values ===
'''<translate>Returns</translate>''' (table) <translate>A list of intersections</translate><br/>
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'''Returns''' (table) a list of intersections<br/>
  
 
{{Math}}
 
{{Math}}

Revision as of 07:30, 13 June 2021

Available since: Gideros 2020.9
Class: math

Description

Returns collisions between a ray and a shape.

(table) = math.raycast(origin,direction,shape)

Shapes are tables which can have the following forms:

  • { x, y, z, radius }: Represent a sphere (3D) or a circle (2D)
  • { x, y, z, normal }: Represent a plane (3D) or a line (2D)
  • { x, y, z, normal, extent }: Represent a disk (3D) or a segment (2D)
  • { x, y, x2, y2 }: Represent a segment (2D)
  • { x, y, z, 1, 2, ... }: Represent a shape group

Each resulting collison contains the following fields:

  • point: collision point
  • distance: distance of the collision point from the origin
  • normal: normal vector of the shape surface at the collision point
  • reflect: reflection direction

Parameters

origin: (table) the origin of the ray
direction: (table) the direction of the ray
shape: (table) the shape to test against

Return values

Returns (table) a list of intersections