PhysicsShapeLocalMinY# ( shape )
Parameters
| shape - live physics shape handle |
Description
|
Returns the minimum Y of a shape's body-local bounds. Returns the minimum Y coordinate of the collider's geometric axis-aligned bounds in body-local metres, after its authored local translation/rotation and baked source scale. Supports spheres, capsules, hulls, meshes and terrain. Bounds enclose actual geometry and exclude broad-phase padding; they do not include the body's world transform. Use PhysicsShapeMinX/Y/Z and PhysicsShapeMaxX/Y/Z for world bounds. 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
; PhysicsShapeLocalMinY 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 crate with a ball fixed on top: one body, two shapes cargo=CreatePivot() crate=CreateCube(cargo) ScaleEntity crate,0.5,0.5,0.5 EntityColor crate,255,120,70 ball=CreateSphere(12,cargo) ScaleEntity ball,0.4,0.4,0.4 PositionEntity ball,0,0.9,0 EntityColor ball,120,220,120 cargo_body=CreatePhysicsBody(world,cargo,PHYSICS_DYNAMIC) crate_shape=PhysicsBodyBox(cargo_body,1,1,1) ball_shape=PhysicsBodySphere(cargo_body,0.8,1,0,0.9,0) ResetPhysicsBody cargo_body,0,2,0,0.4,0.3,0.2 ; A see-through yellow box shows the bounds bounds=CreateCube(cargo) EntityColor bounds,255,230,60 EntityAlpha bounds,0.3 While Not KeyDown(1) ; Space tosses the body, R drops it again If KeyHit(57) PhysicsBodyImpulse cargo_body,0,6,0 PhysicsBodyAngularImpulse cargo_body,1,0,0.5 EndIf If KeyHit(19) Then ResetPhysicsBody cargo_body,0,2,0,0.4,0.3,0.2 StepPhysics world,1.0/60.0,4 ; The ball shape's bounds in the body's own coordinates, so the box turns with it min_x#=PhysicsShapeLocalMinX(ball_shape) min_y#=PhysicsShapeLocalMinY(ball_shape) min_z#=PhysicsShapeLocalMinZ(ball_shape) max_x#=PhysicsShapeLocalMaxX(ball_shape) max_y#=PhysicsShapeLocalMaxY(ball_shape) max_z#=PhysicsShapeLocalMaxZ(ball_shape) PositionEntity bounds,(min_x+max_x)/2,(min_y+max_y)/2,(min_z+max_z)/2 ScaleEntity bounds,(max_x-min_x)/2,(max_y-min_y)/2,(max_z-min_z)/2 ; 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 Esc: exit" Text 0,20,"PhysicsShapeLocalMinY(ball_shape) = "+min_y Text 0,40,"(min X "+min_x+", Z "+min_z+")" Text 0,60,"Local bounds are measured in the body's frame" Flip Wend FreePhysicsWorld world End
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