PhysicsQueryTarget query[,body][,shape]
Parameters
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query - query handle body (optional) - target body, or 0 (optional; 0) (default) shape (optional) - physics shape handle (or 0 to clear a target) (optional; 0) (default) |
Description
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Restricts future runs to one body or one shape in the query's world. Set body to a body handle, or pass body=0 and shape to a shape handle. Passing both non-zero is an error; both zero clear the restriction. This supplies body/shape-scoped rays, sweeps and overlaps while retaining all query filters. A deleted target makes a rerun fail until the target is changed or cleared; historical results remain readable. For managed entity physics, a body target survives collider rebuilding and selects its current shapes. A shape target becomes stale when that shape is replaced, just as when it is deleted. Queries use committed geometry; they do not synchronize pending entity edits. Explicit closest-point, shape-distance, current-contact and sensor-occupancy inspections use their supplied object handles and ignore this search target, including a stale target. 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. Requires Extended mode. See also: CreatePhysicsQuery, PhysicsQueryFilter, QueryPhysicsRay, QueryPhysicsSphere, PhysicsQueryLimit. |
Example
; PhysicsQueryTarget Example ; -------------------------- ; Requires Extended mode. 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) If i=1 Then first_body=crate_body 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 ; T limits the query to the first crate only, or back to everything If KeyHit(20) only=Not only If only PhysicsQueryTarget query,first_body Else PhysicsQueryTarget query EndIf EndIf 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 T: target one crate" Text 0,20,"Esc: exit" Text 0,40,"Only the first crate: "+only Text 0,60,"Hits: "+hits Flip Wend FreePhysicsWorld world End
Index