Libraries.Game.Collision.CollisionPointsResult3D Documentation

This class stores the collision points between the two objects colliding in addition to providing functions that calculates the friction and restitution between these two objects.

Inherits from: Libraries.Language.Object

Summary

Actions Summary Table

ActionsDescription
AddCollisionPoint(Libraries.Compute.Vector3 normalOnBInWorld, Libraries.Compute.Vector3 pointInWorld, number depth)This action adds a collision point to this CollisionPointsResult3D class.
CalculateCombinedFriction(Libraries.Interface.Item3D body0, Libraries.Interface.Item3D body1)This action calculates the friction between the two objects.
CalculateCombinedRestitution(Libraries.Interface.Item3D body0, Libraries.Interface.Item3D body1)This action calculates the restitution between the two objects.
Compare(Libraries.Language.Object object)This action compares two object hash codes and returns an integer.
Equals(Libraries.Language.Object object)This action determines if two objects are equal based on their hash code values.
GetCollisionPoints()This action returns a bundle of collision points to this CollisionPointsResult3D using the collision points bundled inside LocalCollisionPoints3D.
GetHashCode()This action gets the hash code for an object.
Initialize(Libraries.Interface.Item3D body0, Libraries.Interface.Item3D body1)This action adds the bodies that are colliding into this CollisionPointsResult3D class.
RefreshCollisionPoints()This action changes the collision points between the two objects to new points calculated.
SetCollisionPoints(Libraries.Game.Collision.LocalCollisionPoints3D collisionPoints)This action allows you to add a bundle of collision points to this CollisionPointsResult3D using the collision points bundled inside LocalCollisionPoints3D.
SetShapeIdentifiers(integer partID0, integer index0, integer partID1, integer index1)This action allows you to set if objects A and B are a convex part of a larger object or is in a triangular mesh.

Actions Documentation

AddCollisionPoint(Libraries.Compute.Vector3 normalOnBInWorld, Libraries.Compute.Vector3 pointInWorld, number depth)

This action adds a collision point to this CollisionPointsResult3D class.

Parameters

CalculateCombinedFriction(Libraries.Interface.Item3D body0, Libraries.Interface.Item3D body1)

This action calculates the friction between the two objects.

Parameters

Return

number: the friction between the two objects.

CalculateCombinedRestitution(Libraries.Interface.Item3D body0, Libraries.Interface.Item3D body1)

This action calculates the restitution between the two objects.

Parameters

Return

number: the restitution between the two objects.

Compare(Libraries.Language.Object object)

This action compares two object hash codes and returns an integer. The result is larger if this hash code is larger than the object passed as a parameter, smaller, or equal. In this case, -1 means smaller, 0 means equal, and 1 means larger. This action was changed in Quorum 7 to return an integer, instead of a CompareResult object, because the previous implementation was causing efficiency issues.

Example Code

Object o
        Object t
        integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smaller)

Parameters

Return

integer: The Compare result, Smaller, Equal, or Larger.

Equals(Libraries.Language.Object object)

This action determines if two objects are equal based on their hash code values.

Example Code

use Libraries.Language.Object
        use Libraries.Language.Types.Text
        Object o
        Text t
        boolean result = o:Equals(t)

Parameters

Return

boolean: True if the hash codes are equal and false if they are not equal.

GetCollisionPoints()

This action returns a bundle of collision points to this CollisionPointsResult3D using the collision points bundled inside LocalCollisionPoints3D.

Return

Libraries.Game.Collision.LocalCollisionPoints3D: the collision points.

GetHashCode()

This action gets the hash code for an object.

Example Code

Object o
        integer hash = o:GetHashCode()

Return

integer: The integer hash code of the object.

Initialize(Libraries.Interface.Item3D body0, Libraries.Interface.Item3D body1)

This action adds the bodies that are colliding into this CollisionPointsResult3D class.

Parameters

RefreshCollisionPoints()

This action changes the collision points between the two objects to new points calculated.

SetCollisionPoints(Libraries.Game.Collision.LocalCollisionPoints3D collisionPoints)

This action allows you to add a bundle of collision points to this CollisionPointsResult3D using the collision points bundled inside LocalCollisionPoints3D.

Parameters

SetShapeIdentifiers(integer partID0, integer index0, integer partID1, integer index1)

This action allows you to set if objects A and B are a convex part of a larger object or is in a triangular mesh.

Parameters