PhysicsQueryFraction# ( query,index )
Parameters
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query - query handle index - one-based hit index |
Description
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Returns how far along a ray or sweep a hit occurred, from 0 to 1. Returns the copied collision fraction along the requested ray/sweep translation, between 0 and 1. Multiply it by translation length to obtain travel distance; it is not time in seconds. Zero-fraction native hits are excluded by these cast commands. Overlap/AABB hits have no fraction and raise an error. Results are copied. They survive StepPhysics and other queries until this query runs successfully again or is freed. Failed runs preserve the previous results. Freeing the owning world frees its queries. Invalid/stale/wrong-kind handles and invalid hit indices raise runtime errors. See also: CreatePhysicsQuery, PhysicsQueryFilter, PhysicsQueryTarget, QueryPhysicsRay, QueryPhysicsSphere, PhysicsQueryLimit. |
Example
; PhysicsQueryFraction Example ; ---------------------------- Graphics3D 640,480,0,2 SetBuffer BackBuffer() Const PHYSICS_STATIC=0 Const PHYSICS_DYNAMIC=2 camera=CreateCamera() PositionEntity camera,0,7,-8 RotateEntity camera,40,0,0 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 ring of crates to aim at For i=1 To 8 crate=CreateCube() ScaleEntity crate,0.5,0.5,0.5 PositionEntity crate,Cos(i*45)*4,0.5,Sin(i*45)*4 EntityColor crate,255,120,70 crate_body=CreatePhysicsBody(world,crate,PHYSICS_STATIC) crate_shape=PhysicsBodyBox(crate_body,1,1,1) Next ; A query object runs searches and keeps a copy of their results query=CreatePhysicsQuery(world) ; Start aimed at a crate angle#=45 While Not KeyDown(1) ; A and D sweep the ray around the centre If KeyDown(30) Then angle=angle+1.5 If KeyDown(32) Then angle=angle-1.5 dx#=Cos(angle)*6 dz#=Sin(angle)*6 StepPhysics world,1.0/60.0,4 ; Cast a ray 6 m out from the centre, half a metre above the floor hits=QueryPhysicsRay(query,0,0.5,0,dx,0,dz) ; 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 ; Draw the ray from the centre to the first hit, or to its full length CameraProject camera,0,0.5,0 start_x=ProjectedX() start_y=ProjectedY() If hits>0 CameraProject camera,PhysicsQueryX(query,1),PhysicsQueryY(query,1),PhysicsQueryZ(query,1) Else CameraProject camera,dx,0.5,dz EndIf Line start_x,start_y,ProjectedX(),ProjectedY() Text 0,0,"Arrow keys: move camera A / D: sweep the ray Esc: exit" If hits>0 Text 0,20+0,"PhysicsQueryFraction(query,1) = "+PhysicsQueryFraction(query,1) Text 0,20+20,"The hit is "+PhysicsQueryFraction(query,1)*6+" m along the 6 m ray" Else Text 0,20,"The ray hits nothing" EndIf Flip Wend FreePhysicsWorld world End
Index