Blitz3D+ Command Reference

QueryPhysicsAABB ( query,min_x#,min_y#,min_z#,max_x#,max_y#,max_z# )

Parameters

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

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

Index