Skip to main content
Skip to main content

overlapBoxAsync

overlapBoxAsync

Description

Overlap box rigid body objects asynchronously If the callback function returns true any possible following callbacks will be omitted Note that a "dynamic" object is considered to be any object which is not static or kinematic Note that supplying false values to all of includeDynamics, includeKinematics and includeStatics will set them all to true

Definition

overlapBoxAsync(float x, float y, float z, float rx, float ry, float rz, float ex, float ey, float ez, string callbackFunctionName, object? callbackTargetObject, integer? collisionMask, boolean? includeDynamics, boolean? includeKinematics, boolean? includeStatics, boolean? exactTest)

Arguments

floatxx
floatyy
floatzz
floatrxrx
floatryry
floatrzrz
floatexex
floateyey
floatezez
stringcallbackFunctionNameoverlapBoxAsyncCallback(nodeId, subShapeIndex, isLast) -> boolean continueReporting
object?callbackTargetObjecttargetObject [optional]
integer?collisionMaskcollisionMask [optional, default=ALL_BITS]
boolean?includeDynamicsincludeDynamics [optional, default=true]
boolean?includeKinematicsincludeKinematics [optional, default=true]
boolean?includeStaticsincludeStatics [optional, default=true]
boolean?exactTestWhen true, the overlap uses the precise shape geometry (more accurate but slower). When false, the overlap uses the shapes AABB (faster but not exact) [optional, default=false]