overlapSphereVector
overlapSphereVector
Description
Overlap sphere rigid body objects synchronously/blocking Callbacks will be performed before the function returns If the callback function returns true any possible following callbacks will be omitted, and no more work is done 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
overlapSphereVector(vector center, float radius, string callbackFunctionName, object? callbackTargetObject, integer? collisionMask, boolean? includeDynamics, boolean? includeKinematics, boolean? includeStatics, boolean? exactTest)
Arguments
| vector | center | |
|---|---|---|
| float | radius | |
| string | callbackFunctionName | overlapSphereCallback(nodeId, subShapeIndex) -> boolean continueChecking |
| object? | callbackTargetObject | [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] |
Return Values
| integer | numShapes | number of hit shapes, equal to number of performed callbacks |
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