CollisionNZ# ( entity,collision_index )
Parameters
|
entity - entity handle collision_index - index of the collision, from 1 to CountCollisions( entity ) |
Description
|
Returns the z component of the normal of one of an entity's collisions. The normal is a unit-length vector pointing directly away from the surface the entity hit in collision number collision_index of the last UpdateWorld. Together the three components tell you which way the touched face points - reflect the entity's velocity off it for a bounce, or feed it to AlignToVector to tilt a vehicle to the ground it landed on. In debug mode an index outside 1...CountCollisions( entity ) is a runtime error. See also: CollisionNX, CollisionNY, CollisionZ, CountCollisions, AlignToVector. |
Example
; CollisionNZ Example ; ------------------- Graphics3D 640,480,0,2 SetBuffer BackBuffer() ; Collision type ids type_player=1 type_scenery=2 ; NOTE: fixed overhead camera - the arrow keys steer the PLAYER, not the camera camera=CreateCamera() PositionEntity camera,0,13,-13 RotateEntity camera,45,0,0 light=CreateLight() RotateEntity light,60,30,0 floor=CreatePlane() EntityColor floor,70,110,70 ; The player ball is the collision SOURCE, so it needs an ellipsoid radius player=CreateSphere() EntityColor player,220,60,60 PositionEntity player,0,1,0 EntityRadius player,1 EntityType player,type_player ; Two walls meeting in a corner, plus a crate wall1=CreateCube() ScaleEntity wall1,7,1.5,0.5 PositionEntity wall1,0,1.5,7 EntityColor wall1,150,150,160 EntityType wall1,type_scenery wall2=CreateCube() ScaleEntity wall2,0.5,1.5,7 PositionEntity wall2,7,1.5,0 EntityColor wall2,150,150,160 EntityType wall2,type_scenery crate=CreateCube() ScaleEntity crate,1.2,1.2,1.2 PositionEntity crate,-4,1.2,3 EntityColor crate,200,160,60 EntityType crate,type_scenery ; Ellipsoid-to-polygon collisions with a sliding response Collisions type_player,type_scenery,2,2 While Not KeyDown(1) ; Arrow keys steer the player ball If KeyDown(200) Then MoveEntity player,0,0,0.1 If KeyDown(208) Then MoveEntity player,0,0,-0.1 If KeyDown(203) Then MoveEntity player,-0.1,0,0 If KeyDown(205) Then MoveEntity player,0.1,0,0 ; UpdateWorld performs the collision checks and the slide response UpdateWorld RenderWorld Text 0,0,"Arrow keys: drive the ball into the walls and crate Esc: exit" ; CollisionNZ is the z part of the collision normal - it points back at the ball If CountCollisions(player)>0 Text 0,20,"CollisionNZ(player,1) = "+CollisionNZ(player,1) Text 0,40,"(CollisionNX: "+CollisionNX(player,1)+" CollisionNY: "+CollisionNY(player,1)+")" Text 0,60,"The back wall gives NZ = -1; the side wall gives NZ = 0" Else Text 0,20,"CollisionNZ: no collisions this frame - push against something" EndIf Flip Wend End
Index