PhysicsShapeBoxDepth# ( shape )
Parameters
| shape - live physics shape handle |
Description
|
Returns the box's authored full depth in metres, before local rotation. Supported only for colliders authored through PhysicsBodyBox or PhysicsShapeBox. RefreshPhysicsHull clears box-dimension metadata even if its source looks like a cube. Other collider kinds raise a runtime error. This is read-only. Wrong-kind/stale handles and unsupported typed inspections raise runtime errors. Frame/dimension authoring metadata is wrapper state; native geometry effects are recorded, but physics replay does not reconstruct editable source entities. Requires Extended mode. See also: PhysicsShapeSphere, PhysicsShapeCapsule, PhysicsShapeBox, RefreshPhysicsHull, RefreshPhysicsMesh, PhysicsShapeRadius. |
Example
; PhysicsShapeBoxDepth 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) ; An empty pivot carries the body; a child mesh shows its collider root=CreatePivot() body=CreatePhysicsBody(world,root,PHYSICS_DYNAMIC) ; Start with a 1 x 1 x 1 box collider and a cube to show it width#=1 height#=1 depth#=1 model=CreateCube(root) ScaleEntity model,0.5,0.5,0.5 EntityColor model,255,120,70 shape=PhysicsBodyBox(body,1,1,1) ResetPhysicsBody body,0,2,0,0,0,0 While Not KeyDown(1) ; Space tosses the body, R drops it again If KeyHit(57) PhysicsBodyImpulse body,0,5,0 PhysicsBodyAngularImpulse body,0.5,0,0.5 EndIf If KeyHit(19) Then ResetPhysicsBody body,0,2,0,0,0,0 ; [ and ] resize the box's depth; the collider and the cube change together change=KeyHit(27)-KeyHit(26) If change<>0 depth=depth+change*0.25 If depth<0.25 Then depth=0.25 PhysicsShapeBox shape,width,height,depth ScaleEntity model,width/2,height/2,depth/2 EndIf StepPhysics world,1.0/60.0,4 ; 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: toss R: reset [ / ]: depth Esc: exit" Text 0,20,"PhysicsShapeBoxDepth(shape) = "+PhysicsShapeBoxDepth(shape)+" m" Text 0,40,"(width "+PhysicsShapeBoxWidth(shape)+", height "+PhysicsShapeBoxHeight(shape)+", depth "+PhysicsShapeBoxDepth(shape)+")" Flip Wend FreePhysicsWorld world End
Index