PhysicsShapeCast: Difference between revisions

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(Created page with "__NOTOC__ {{Client function}} Tests collision ( like ray cast ) between two position having shape you provided. Remember to let world update before cast, just wait one frame....")
 
 
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*'''hitpoint''' {x,y,z} - contact point.
*'''hitpoint''' {x,y,z} - contact point.
*'''hitnormal''' {x,y,z} - contact normal vector.
*'''hitnormal''' {x,y,z} - contact normal vector.
*'''shape''' physics-shape - contact shape.
*'''staticcollision''' physics-shape - contact static collision, can be false.
*'''rigidbody''' physics-rigid-body - contact rigid body, can be false.


==Example==
==Example==

Latest revision as of 20:29, 13 February 2020

Tests collision ( like ray cast ) between two position having shape you provided. Remember to let world update before cast, just wait one frame.

Syntax

table physicsShapeCast(physics-shape theShape, float startX, float startY, float startZ, float endX, float endY, float endZ [ , float startRotationX, float startRotationY, float startRotationZ, float endRotationX, float endRotationY, float endRotationZ ] )             

Required Arguments

  • theShape: Primitive shape, supported shapes: "box", "sphere", "cone", "cylinder"
  • startXYZ: start position.
  • endXYZ: end position.
  • startRotationXYZ: start rotation, by default 0,0,0.
  • endRotationXYZ: end rotation, by default 0,0,0.

Returns

table with content:

  • hit boolean - indicate does hit occurs.
  • shapeposition {x,y,z} - position of shape in moment of contact.
  • shaperotation {x,y,z} - rotation of shape in moment of contact.
  • hitpoint {x,y,z} - contact point.
  • hitnormal {x,y,z} - contact normal vector.
  • shape physics-shape - contact shape.
  • staticcollision physics-shape - contact static collision, can be false.
  • rigidbody physics-rigid-body - contact rigid body, can be false.

Example

Creates giant random tetris

local function dropShapeAtPosition(shape, x,y,z)
  local result = physicsShapeCast(shape, x,y,z + 1000, x,y,z - 1000)
  if(result.hit)then
    local collision = physicsCreateStaticCollision(physics, shape)
    physicsSetProperties(collision, "position", result.shapeposition[1], result.shapeposition[2], result.shapeposition[3])
    physicsSetProperties(collision, "rotation", result.shaperotation[1], result.shaperotation[2], result.shaperotation[3])
  end
end

function tetris()
  setTimer(function()
      local box = physicsCreateShape(physics, "box", math.random() * 5 + 1, math.random() * 5 + 1, math.random() * 2 + 1)
      dropShapeAtPosition(box, math.random(60),math.random(60),0)
  end,0,1000)
end
tetris()

See Also