overlapSphereAsync
overlapSphereAsync
Description
Overlap sphere 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
overlapSphereAsync(float x, float y, float z, float radius, string callbackFunctionName, object? callbackTargetObject, integer? collisionMask, boolean? includeDynamics, boolean? includeKinematics, boolean? includeStatics, boolean? exactTest)
Arguments
| float | x | x |
|---|---|---|
| float | y | y |
| float | z | z |
| float | radius | radius |
| string | callbackFunctionName | overlapSphereAsyncCallback(nodeId, subShapeIndex, isLast) -> boolean continueReporting |
| object? | callbackTargetObject | targetObject [optional] |
| integer? | collisionMask | collisionMask [optional, default=ALL_BITS] |
| boolean? | includeDynamics | includeDynamics [optional, default=true] |
| boolean? | includeKinematics | includeKinematics [optional, default=true] |
| boolean? | includeStatics | includeStatics [optional, default=true] |
| boolean? | exactTest | When 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] |