## Libraries.Game.Collision.Shapes.Cylinder Documentation

This class describes the cylinder shape in 3

*Inherits from: *Libraries.Language.Object, Libraries.Game.Collision.Shapes.CollisionShape3D

## Summary

### Actions Summary Table

Actions | Description |
---|---|

CalculateLocalInertia(number mass, Libraries.Compute.Vector3 inertia) | This action approximates the inertia of the cylinder with an inertia of a box. |

CalculateTemporalBoundingBox(Libraries.Game.Collision.PhysicsPosition3D currentTransform, Libraries.Compute.Vector3 linearVelocity, Libraries.Compute.Vector3 angularVelocity, number timeStep, Libraries.Game.BoundingBox temporalBoundingBox) | This action calculates the rectangular cube that will contain both the object in its position currently and also contain the object in a position after "timeStep" seconds from no |

Compare(Libraries.Language.Object object) | This action compares two object hash codes and returns an integer. |

ComputeBoundingBox(Libraries.Game.BoundingBox boundingBox, Libraries.Game.Collision.PhysicsPosition3D transform) | This action finds the bounding box that would bound the Cylinder in its current positio |

Copy() | This action sets another cylinder to have the properties of the current cylinde |

CylinderLocalSupportX(Libraries.Compute.Vector3 halfExtents, Libraries.Compute.Vector3 vector) | This action is used by "action LocalGetSupportingVertexWithoutMargin" to find the vertex that is furthest away in a direction specified by "Vector3 vector" that doesn't have an offset when the cylinder's height aligns with the x axi |

CylinderLocalSupportY(Libraries.Compute.Vector3 halfExtents, Libraries.Compute.Vector3 vector) | This action is used by "action LocalGetSupportingVertexWithoutMargin" to find the vertex that is furthest away in a direction specified by "Vector3 vector" that doesn't have an offset when the cylinder's height aligns with the y axi |

CylinderLocalSupportZ(Libraries.Compute.Vector3 halfExtents, Libraries.Compute.Vector3 vector) | This action is used by "action LocalGetSupportingVertexWithoutMargin" to find the vertex that is furthest away in a direction specified by "Vector3 vector" that doesn't have an offset when the cylinder's height aligns with the z axi |

Equals(Libraries.Language.Object object) | This action determines if two objects are equal based on their hash code values. |

GetAngularMotionDisc() | This calculates the maximum distance between any point to the center of the 3D objec |

GetBoundingSphere(Libraries.Compute.Vector3 center) | This action finds the center (relative to the object's local origin) and the radius of a sphere that would bound the object that is at its current positio |

GetChildCount() | This action returns how many children shapes are attached to this bo |

GetEdge(integer i, Libraries.Compute.Vector3 pa, Libraries.Compute.Vector3 pb) | This action gets the "i"th edge of the cylinder, which is approximated by a bounding box, so this action gets the "i"th edge of that bounding box. |

GetHalfExtentsWithMargin() | This action returns a vector that records information about the cylinder's height and radius with an offse |

GetHalfExtentsWithoutMargin() | This action returns a vector that records information about the cylinder's height and radius without an offset. |

GetHashCode() | This action gets the hash code for an object. |

GetLocalScaling(Libraries.Compute.Vector3 out) | This action returns how the 3D object has been scaled to the shape that it has right no |

GetMargin() | This action returns the offset of the box that will bound the object to prevent objects going through each other graphicall |

GetNumberOfEdges() | This action returns the number of edges of the cylinder. |

GetNumberOfPlanes() | This action returns the number of planes of the cylinder. |

GetNumberOfVertices() | This action returns the number of vertices of the cylinder. |

GetNumberPreferredPenetrationDirections() | This action calculates the preferred number of directions to check if another object has penetrated this cylinde |

GetPlane(Libraries.Compute.Vector3 planeNormal, Libraries.Compute.Vector3 planeSupport, integer i) | This action returns one of the 6 planes that made up the bounding box for this cylinde |

GetPlaneEquation(Libraries.Compute.Plane plane, integer i) | This action finds the plane equation of the bounding boxes that surrounds the cylinder shape because we are approximating the cylinder with a bo |

GetPreferredPenetrationDirection(integer index, Libraries.Compute.Vector3 penetrationVector) | This action calculates one of the directions to check if another object has penetrated this bo |

GetRadius() | This action returns the radius of the cylinde |

GetType() | This action returns what type of 3D object the 3D object i |

GetUpAxis() | This action returns which axis the height of the cylinder is aligned t |

GetVertex(integer i, Libraries.Compute.Vector3 vertex) | This action returns the vertex of the cylinder specified by the integer "i," which will really be the vertex of the bounding box that surrounds the cylinder because we are approximating the cylinder with a bounding bo |

IsInside(Libraries.Compute.Vector3 point, number tolerance) | This action tests if the point described by "Vector3 point" is inside the cylinder with the specified "tolerance |

LocalGetSupportingVertex(Libraries.Compute.Vector3 vector) | This action finds the vertex with an offset (margin) of the 3D shape that is furthest away in a direction specified by "Vector3 vector |

LocalGetSupportingVertexWithoutMargin(Libraries.Compute.Vector3 vector) | This action finds the vertex that is furthest away in a direction specified by "Vector3 vector" that doesn't have an offse |

RecalculateLocalBoundingBox() | This action calculates the bounding box of the cylinder. |

Scale(Libraries.Compute.Vector3 scale) | This action scales the cylinder from the current siz |

Set(number width, number height, number depth) | This action sets the properties of this cylinder using passed in size |

SetLocalScaling(Libraries.Compute.Vector3 scaling) | This action scales the cylinder from its original configuratio |

SetMargin(number margin) | This action sets the offset of the box that will bound the object to prevent objects going through each other graphicall |

SetType(integer type) | This action sets what type of 3D object this 3D object i |

SetUpAxis(integer upAxis) | This action specified which axis does the cylinder's height aligns wit |

## Actions Documentation

### CalculateLocalInertia(number mass, Libraries.Compute.Vector3 inertia)

This action approximates the inertia of the cylinder with an inertia of a box. The mass moment of inertia is also calculated relative to the local origin of the cylinde

#### Parameters

### CalculateTemporalBoundingBox(Libraries.Game.Collision.PhysicsPosition3D currentTransform, Libraries.Compute.Vector3 linearVelocity, Libraries.Compute.Vector3 angularVelocity, number timeStep, Libraries.Game.BoundingBox temporalBoundingBox)

This action calculates the rectangular cube that will contain both the object in its position currently and also contain the object in a position after "timeStep" seconds from no

#### Parameters

- Libraries.Game.Collision.PhysicsPosition3D
- Libraries.Compute.Vector3
- Libraries.Compute.Vector3
- Libraries.Game.BoundingBox

### 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 (smalle
```

#### Parameters

- Libraries.Language.Object: The object to compare to.

#### Return

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

### ComputeBoundingBox(Libraries.Game.BoundingBox boundingBox, Libraries.Game.Collision.PhysicsPosition3D transform)

This action finds the bounding box that would bound the Cylinder in its current positio

#### Parameters

### Copy()

This action sets another cylinder to have the properties of the current cylinde

#### Return

Libraries.Game.Collision.Shapes.CollisionShape3D:

### CylinderLocalSupportX(Libraries.Compute.Vector3 halfExtents, Libraries.Compute.Vector3 vector)

This action is used by "action LocalGetSupportingVertexWithoutMargin" to find the vertex that is furthest away in a direction specified by "Vector3 vector" that doesn't have an offset when the cylinder's height aligns with the x axi

#### Parameters

#### Return

### CylinderLocalSupportY(Libraries.Compute.Vector3 halfExtents, Libraries.Compute.Vector3 vector)

This action is used by "action LocalGetSupportingVertexWithoutMargin" to find the vertex that is furthest away in a direction specified by "Vector3 vector" that doesn't have an offset when the cylinder's height aligns with the y axi

#### Parameters

#### Return

### CylinderLocalSupportZ(Libraries.Compute.Vector3 halfExtents, Libraries.Compute.Vector3 vector)

This action is used by "action LocalGetSupportingVertexWithoutMargin" to find the vertex that is furthest away in a direction specified by "Vector3 vector" that doesn't have an offset when the cylinder's height aligns with the z axi

#### Parameters

#### Return

### 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(
```

#### Parameters

- Libraries.Language.Object: The to be compared.

#### Return

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

### GetAngularMotionDisc()

This calculates the maximum distance between any point to the center of the 3D objec

#### Return

number:

### GetBoundingSphere(Libraries.Compute.Vector3 center)

This action finds the center (relative to the object's local origin) and the radius of a sphere that would bound the object that is at its current positio

#### Parameters

#### Return

number:

### GetChildCount()

This action returns how many children shapes are attached to this bo

#### Return

integer:

### GetEdge(integer i, Libraries.Compute.Vector3 pa, Libraries.Compute.Vector3 pb)

This action gets the "i"th edge of the cylinder, which is approximated by a bounding box, so this action gets the "i"th edge of that bounding box. The result will be put inside "Vector3 pa" and "Vector3 pb" for the vertices of each edg

#### Parameters

### GetHalfExtentsWithMargin()

This action returns a vector that records information about the cylinder's height and radius with an offse

#### Return

### GetHalfExtentsWithoutMargin()

This action returns a vector that records information about the cylinder's
height and radius without an offset.
Half extents stores

#### Return

### 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.

### GetLocalScaling(Libraries.Compute.Vector3 out)

This action returns how the 3D object has been scaled to the shape that it has right no

#### Parameters

#### Return

### GetMargin()

This action returns the offset of the box that will bound the object to prevent objects going through each other graphicall

#### Return

number:

### GetNumberOfEdges()

This action returns the number of edges of the cylinder. Since we will be approximating the cylinder with a bounding box, therefore, there will be 12 edges surrounding this cylinde

#### Return

integer:

### GetNumberOfPlanes()

This action returns the number of planes of the cylinder. Since we will be approximating the cylinder with a bounding box, therefore, there will be 6 planes surrounding this cylinde

#### Return

integer:

### GetNumberOfVertices()

This action returns the number of vertices of the cylinder. Since we will be approximating the cylinder with a bounding box, therefore, there will be 8 vertices surrounding this cylinde

#### Return

integer:

### GetNumberPreferredPenetrationDirections()

This action calculates the preferred number of directions to check if another object has penetrated this cylinde

#### Return

integer:

### GetPlane(Libraries.Compute.Vector3 planeNormal, Libraries.Compute.Vector3 planeSupport, integer i)

This action returns one of the 6 planes that made up the bounding box for this cylinde

#### Parameters

### GetPlaneEquation(Libraries.Compute.Plane plane, integer i)

This action finds the plane equation of the bounding boxes that surrounds the cylinder shape because we are approximating the cylinder with a bo

#### Parameters

### GetPreferredPenetrationDirection(integer index, Libraries.Compute.Vector3 penetrationVector)

This action calculates one of the directions to check if another object has penetrated this bo

#### Parameters

### GetRadius()

This action returns the radius of the cylinde

#### Return

number:

### GetType()

This action returns what type of 3D object the 3D object i

#### Return

integer:

### GetUpAxis()

This action returns which axis the height of the cylinder is aligned t

#### Return

integer:

### GetVertex(integer i, Libraries.Compute.Vector3 vertex)

This action returns the vertex of the cylinder specified by the integer "i," which will really be the vertex of the bounding box that surrounds the cylinder because we are approximating the cylinder with a bounding bo

#### Parameters

### IsInside(Libraries.Compute.Vector3 point, number tolerance)

This action tests if the point described by "Vector3 point" is inside the cylinder with the specified "tolerance

#### Parameters

#### Return

boolean:

### LocalGetSupportingVertex(Libraries.Compute.Vector3 vector)

This action finds the vertex with an offset (margin) of the 3D shape that is furthest away in a direction specified by "Vector3 vector

#### Parameters

#### Return

### LocalGetSupportingVertexWithoutMargin(Libraries.Compute.Vector3 vector)

This action finds the vertex that is furthest away in a direction specified by "Vector3 vector" that doesn't have an offse

#### Parameters

#### Return

### RecalculateLocalBoundingBox()

This action calculates the bounding box of the cylinder. The coordinates of the bounding box will be specified in local coordinate

### Scale(Libraries.Compute.Vector3 scale)

This action scales the cylinder from the current siz

#### Parameters

### Set(number width, number height, number depth)

This action sets the properties of this cylinder using passed in size

#### Parameters

### SetLocalScaling(Libraries.Compute.Vector3 scaling)

This action scales the cylinder from its original configuratio

#### Parameters

### SetMargin(number margin)

This action sets the offset of the box that will bound the object to prevent objects going through each other graphicall

#### Parameters

### SetType(integer type)

This action sets what type of 3D object this 3D object i

#### Parameters

### SetUpAxis(integer upAxis)

This action specified which axis does the cylinder's height aligns wit