QueryPhysicsAABB ( query,min_x#,min_y#,min_z#,max_x#,max_y#,max_z# )
Parameters
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query - query handle min_x# - minimum world X min_y# - minimum world Y min_z# - minimum world Z max_x# - maximum world X max_y# - maximum world Y max_z# - maximum world Z |
Description
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Returns broadphase candidates potentially overlapping the world-space minimum/maximum bounds. Bounds must be finite and ordered on every axis; zero extent is permitted. This tests conservative native tree bounds and can return false positives. Use exact sphere/capsule/box/convex overlaps for geometric intersection. Returns one hit per candidate owning shape, sorted by wrapper shape handle. Only identities and copied tags are available; AABB results do not supply points, normals, fractions, triangle/child indices or per-hit materials. The query's category/mask, ignored-body, sensor and target rules still apply. Disabled bodies are absent. Results survive StepPhysics and other queries until a successful rerun or free. Failed runs preserve previous results. World destruction frees its queries. Requires Extended mode. See also: CreatePhysicsQuery, PhysicsQueryFilter, PhysicsQueryTarget, QueryPhysicsRay, QueryPhysicsSphere, PhysicsQueryLimit. |
Example
; QueryPhysicsAABB 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) ; Crates scattered over the floor Dim crates(9) Dim crate_bodies(9) For i=0 To 9 crates(i)=CreateCube() ScaleEntity crates(i),0.4,0.4,0.4 PositionEntity crates(i),Rnd(-4,4),0.4,Rnd(-4,4) crate_bodies(i)=CreatePhysicsBody(world,crates(i),PHYSICS_DYNAMIC) crate_shape=PhysicsBodyBox(crate_bodies(i),0.8,0.8,0.8) Next ; A query object runs searches and keeps a copy of their results ; It ignores the floor body, so only crates are found query=CreatePhysicsQuery(world) PhysicsQueryFilter query,-1,-1,ground_body ; A see-through yellow probe shows the search volume probe=CreateCube() ScaleEntity probe,1,0.5,0.5 PositionEntity probe,0,0.5,0 EntityColor probe,255,230,60 EntityAlpha probe,0.4 While Not KeyDown(1) ; A, D, W and S move the probe over the floor If KeyDown(30) Then MoveEntity probe,-0.05,0,0 If KeyDown(32) Then MoveEntity probe,0.05,0,0 If KeyDown(17) Then MoveEntity probe,0,0,0.05 If KeyDown(31) Then MoveEntity probe,0,0,-0.05 px#=EntityX(probe) pz#=EntityZ(probe) StepPhysics world,1.0/60.0,4 ; A quick bounds test: it can also report crates just outside the box hits=QueryPhysicsAABB(query,px-1,0,pz-0.5,px+1,1,pz+0.5) ; Crates found by the search turn yellow For i=0 To 9 EntityColor crates(i),255,120,70 Next For h=1 To hits found=PhysicsQueryEntity(query,h) If found<>ground Then EntityColor found,255,230,60 Next ; 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 A / D / W / S: move the probe Esc: exit" Text 0,20,"QueryPhysicsAABB(query,...) = "+hits Text 0,40,"Box bounds are padded, so this is a fast first check, not an exact one" Flip Wend FreePhysicsWorld world End
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