Package | com.fileitup.fisixengine.utils |
Class | public final class Raycaster |
Method | Defined by | ||
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raycastAll(container:FisixObject, start:Vector, end:Vector, rad:Number = 0, infiniteRay:Boolean = false, recursive:Boolean = true):RaycastData
[static]Checks intersection with all objects in the given FisixObject.
| Raycaster | ||
raycastParticles(container:FisixObject, start:Vector, end:Vector, rad:Number = 0, infiniteRay:Boolean = false, recursive:Boolean = true):RaycastData
[static]Checks intersection with all particles in the given FisixObject who's radius is greater than 0.
| Raycaster | ||
raycastSurfaces(container:FisixObject, start:Vector, end:Vector, rad:Number = 0, infiniteRay:Boolean = false, recursive:Boolean = true):RaycastData
[static]Checks intersection with all surfaces in the given FisixObject.
| Raycaster |
raycastAll | () | method |
public static function raycastAll(container:FisixObject, start:Vector, end:Vector, rad:Number = 0, infiniteRay:Boolean = false, recursive:Boolean = true):RaycastData
Checks intersection with all objects in the given FisixObject. This is a combination of raycastSurfaces() and raycastParticles()
Parameterscontainer:FisixObject — A FisixObject which holds the objects you'd like to check against. In most cases, this will be an instance of FisixEngine
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start:Vector — A vector specifying the starting point of the ray
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end:Vector — A vector specifying where the ray ends. you can also make it infinite through the infiniteRay argument (see below)
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rad:Number (default = 0 ) — The radius of the ray
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infiniteRay:Boolean (default = false ) — When set to true, the ray checks for intersection beyond the specified end point
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recursive:Boolean (default = true ) — If the raytracing is recursive, the ray will check intersection with all children FisixObjects of the given FisixObject. If you are unsure which to use, leave it as true.
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RaycastData —
The object that intersected first and the position of the collision. If there was no intersection, returns null.
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See also
raycastParticles | () | method |
public static function raycastParticles(container:FisixObject, start:Vector, end:Vector, rad:Number = 0, infiniteRay:Boolean = false, recursive:Boolean = true):RaycastData
Checks intersection with all particles in the given FisixObject who's radius is greater than 0.
Parameterscontainer:FisixObject — A FisixObject which holds the objects you'd like to check against. In most cases, this will be an instance of FisixEngine
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start:Vector — A vector specifying the starting point of the ray
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end:Vector — A vector specifying where the ray ends. you can also make it infinite through the infiniteRay argument (see below)
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rad:Number (default = 0 ) — The radius of the ray
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infiniteRay:Boolean (default = false ) — When set to true, the ray checks for intersection beyond the specified end point
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recursive:Boolean (default = true ) — If the raytracing is recursive, the ray will check intersection with all children FisixObjects of the given FisixObject. If you are unsure which to use, leave it as true.
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RaycastData —
The object that intersected first and the position of the collision. If there was no intersection, returns null.
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See also
raycastSurfaces | () | method |
public static function raycastSurfaces(container:FisixObject, start:Vector, end:Vector, rad:Number = 0, infiniteRay:Boolean = false, recursive:Boolean = true):RaycastData
Checks intersection with all surfaces in the given FisixObject.
Parameterscontainer:FisixObject — A FisixObject which holds the objects you'd like to check against. In most cases, this will be an instance of FisixEngine
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start:Vector — A vector specifying the starting point of the ray
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end:Vector — A vector specifying where the ray ends. you can also make it infinite through the infiniteRay argument (see below)
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rad:Number (default = 0 ) — The radius of the ray
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infiniteRay:Boolean (default = false ) — When set to true, the ray checks for intersection beyond the specified end point
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recursive:Boolean (default = true ) — If the raytracing is recursive, the ray will check intersection with all children FisixObjects of the given FisixObject. If you are unsure which to use, leave it as true.
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RaycastData —
The object that intersected first and the position of the collision. If there was no intersection, returns null.
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See also