Blitz3D+ Command Reference

PhysicsQueryContactTriangle ( query,manifold,point )

Parameters

query - owned query handle

manifold - one-based manifold index

point - one-based point index within the manifold

Description

Returns the mesh or terrain triangle index of a contact, or -1.

Returns the copied native zero-based mesh/terrain triangle index, or -1 for primitive-only pairs. It applies to whichever side is a mesh/terrain. No compound-child ID or material ID is supplied by this manifold field. Query results are copied and survive stepping, other queries and deletion until this query runs successfully again or is freed. Generation-checked identity getters return zero for deleted objects; copied tags and numerical fields survive. Failed runs retain the complete previous payload. Freeing the owning world frees its queries.

Invalid/stale/wrong-kind handles, invalid indices or unavailable payload fields raise runtime errors.

Requires Extended mode.

See also: QueryPhysicsBodyContacts, QueryPhysicsShapeContacts, QueryPhysicsSensor, CountPhysicsQueryManifolds, PhysicsBodyEvents.

Example

; PhysicsQueryContactTriangle Example
; -----------------------------------
; Requires Extended mode.

Graphics3D 640,480,0,2
SetBuffer BackBuffer()

Const PHYSICS_STATIC=0
Const PHYSICS_DYNAMIC=2

camera=CreateCamera()
PositionEntity camera,0,3,-7
RotateEntity camera,20,0,0

light=CreateLight()
RotateEntity light,45,-30,0
AmbientLight 60,60,60

; An independent Box3D world with standard gravity
world=CreatePhysicsWorld()

; Blue static floor
ground=CreateCube()
ScaleEntity ground,6,0.5,6
PositionEntity ground,0,-0.5,0
EntityColor ground,80,160,255
ground_body=CreatePhysicsBody(world,ground,PHYSICS_STATIC)
ground_shape=PhysicsBodyBox(ground_body,12,1,12)

; A static mesh ramp made of 8 strips, each strip two triangles
ramp=CreateMesh()
surface=CreateSurface(ramp)
For strip=0 To 7
    x#=strip-4
    AddVertex surface,x,1.6-strip*0.2,-1.5
    AddVertex surface,x,1.6-strip*0.2,1.5
    AddVertex surface,x+1,1.4-strip*0.2,-1.5
    AddVertex surface,x+1,1.4-strip*0.2,1.5
    AddTriangle surface,strip*4,strip*4+1,strip*4+3
    AddTriangle surface,strip*4,strip*4+3,strip*4+2
Next
UpdateNormals ramp
EntityFX ramp,2
ramp_body=CreatePhysicsBody(world,ramp,PHYSICS_STATIC)
ramp_shape=PhysicsBodyMesh(ramp_body,ramp)

; Slot 2 of the ramp's material table is ice, with no friction
PhysicsShapeMaterials ramp_shape,2
PhysicsShapeMaterialFriction ramp_shape,2,0
query=CreatePhysicsQuery(world)

; Crates resting on the grippy ramp
Dim crate_bodies(3)
For i=0 To 3
    crate=CreateCube()
    ScaleEntity crate,0.3,0.3,0.3
    EntityColor crate,255,120,70
    crate_bodies(i)=CreatePhysicsBody(world,crate,PHYSICS_DYNAMIC)
    crate_shape=PhysicsBodyBox(crate_bodies(i),0.6,0.6,0.6)
    ResetPhysicsBody crate_bodies(i),-3.5+i*2,2-i*0.4,0,0,0,-0.2
Next
PaintStrips(ramp,painted)

While Not KeyDown(1)

    ; Space paints the next strip as ice, so the crates slide
    If KeyHit(57) And painted<8
        PhysicsMeshTriangleMaterial ramp_shape,painted*2,2,2
        painted=painted+1
        PaintStrips(ramp,painted)
    EndIf

    StepPhysics world,1.0/60.0,4

    ; Copy the first crate's contact with the ramp, and find which side is the ramp
    manifolds=QueryPhysicsBodyContacts(query,crate_bodies(0))
    side=1
    If manifolds>0
        If PhysicsQueryContactBody(query,1,2)=ramp_body Then side=2
    EndIf

    ; Arrow keys move the camera
    If KeyDown(200) Then MoveEntity camera,0,0,0.1
    If KeyDown(208) Then MoveEntity camera,0,0,-0.1
    If KeyDown(203) Then TurnEntity camera,0,1,0
    If KeyDown(205) Then TurnEntity camera,0,-1,0

    RenderWorld

    Text 0,0,"Arrow keys: move camera   Space: paint ice   Esc: exit"
    If manifolds>0 Then Text 0,20,"PhysicsQueryContactTriangle(query,1,1) = "+PhysicsQueryContactTriangle(query,1,1)
    Text 0,20,"(the first crate sits on strip 0, triangles 0 and 1)"

    Flip

Wend

FreePhysicsWorld world
End

Function PaintStrips(ramp,painted)
    ; Ice strips are pale blue, grippy strips are green
    surface=GetSurface(ramp,1)
    For v=0 To CountVertices(surface)-1
        If v/4<painted
            VertexColor surface,v,200,230,255
        Else
            VertexColor surface,v,120,200,140
        EndIf
    Next
End Function

Index