This class contains actions that will help you solve for the closest points between two objects and the distance between these closest point
Inherits from: Libraries.Language.Object
Actions Summary Table
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.
Object o Object t integer result = o:Compare(t) //1 (larger), 0 (equal), or -1 (smalle
- Libraries.Language.Object: The object to compare to.
integer: The Compare result, Smaller, Equal, or Larger.
This action determines if two objects are equal based on their hash code values.
use Libraries.Language.Object use Libraries.Language.Types.Text Object o Text t boolean result = o:Equals(
- Libraries.Language.Object: The to be compared.
boolean: True if the hash codes are equal and false if they are not equal.
GetClosestPoints(Libraries.Game.Collision.PhysicsPosition3D transformA, Libraries.Game.Collision.PhysicsPosition3D transformB, number maximumDistanceSquared, Libraries.Game.Collision.CollisionPointsResult3D result, boolean swapResults)
This action finds the closest points on object A to B and on object B to
This action gets the hash code for an object.
Object o integer hash = o:GetHashCode
integer: The integer hash code of the object.
Initialize(Libraries.Game.Collision.Shapes.CollisionShape3D objectA, Libraries.Game.Collision.Shapes.CollisionShape3D objectB, Libraries.Game.Collision.Narrowphase.ConvexConvexSimplexSolver simplexSolver, Libraries.Game.Collision.Narrowphase.ConvexConvexPenetrationDepthSolver penetrationDepthSolver)
This action stores the shapes of object A and B that might be colliding and different solvers that are used to solve this collisio
This action stores a vector that could tell you whether the two objects are colliding or no
This action sets whether if you want to have an invisible shell around the objects that might collide or not. Having an invisible shell can make computations faster and more accurat
This action stores the shape of the first object that might be involved in the collisio
This action stores the shape of the second object that might be involved in the collisio
This action connects this ConvexConvexPairSolver to a ConvexConvexPenetrationDepthSolver for the actions inside ConvexConvexPenetrationDepthSolver to help with this ConvexConvexPairSolve