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Collision

Client Server

Deprecated

The collision functions in this class are old and may not correctly work. Instead use Cast:Ray() and Collide()

Constructors

Collision Collision()

Methods

Hit[] Raycast()

Use rayPos, rayDir, returns table of Hit values or empty table for no hit. Returns Hit.

Hit[] Raycast(boolean ignoreTmp, boolean ignoreCommon, boolean precise)

Hit[] Raycast(Vec3 pos, Vec3 dir, boolean? ignoreTmp, boolean? ignoreCommon, boolean? precise)

table RaycastTo(Vec3 startPos, Vec3 endPos, boolean? readColor, boolean? readNormal, boolean? readMaterial)

Overlap[] GetOverlap(Shape? shape)

Checks collision between shape and geometry passed by filter. Returns Overlap.

Properties

Filter filter

integer maxHitCount

Doesn't influence result, just limits returned hits table size

Shape shape

boolean precise

Vec3 rayPos

Vec3 rayDir