RayHit

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Launch a ray and returns the result of the test : the intersection point or nil and optionally the object<br>
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{{lua-function|rayHit|start, end}}
''note : only detects objects with physics collision enabled''
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Launch a ray and returns the result of the test, the intersection point or nil and optionally the object. Note that only detects objects with physics collision enabled.
  
 
  point, object = rayHit(start, end)
 
  point, object = rayHit(start, end)
  
or :
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Or.
  
 
  point = rayHit(start, end, object)
 
  point = rayHit(start, end, object)
  
<br>Example1, test the intersection with the full scene :
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'''Example 1:''' Test the intersection with the full scene.
  
 
     function onSceneUpdate()
 
     function onSceneUpdate()
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     end
 
     end
  
Example2, test the intersection with an object :
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'''Example 2:''' Test the intersection with an object.
  
 
     object = getObject("object")
 
     object = getObject("object")
 
+
   
 
     function onSceneUpdate()
 
     function onSceneUpdate()
 
         start = {0, 0, 0}
 
         start = {0, 0, 0}

Revision as of 18:17, 8 February 2014

rayHit(start, end)

Launch a ray and returns the result of the test, the intersection point or nil and optionally the object. Note that only detects objects with physics collision enabled.

point, object = rayHit(start, end)

Or.

point = rayHit(start, end, object)

Example 1: Test the intersection with the full scene.

   function onSceneUpdate()
       start = {0, 0, 0}
       end = {100, 0, 0}
       point, object = rayHit(start, end)
       if point then
           print(point) -- print point
           print(getName(object)) -- print object name
       end
   end

Example 2: Test the intersection with an object.

   object = getObject("object")
   
   function onSceneUpdate()
       start = {0, 0, 0}
       end = {100, 0, 0}
       point = rayHit(start, end, object)
       if point then
           print(point)
       end
   end
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