CollisionTime# ( entity,collision_index )
Parameters
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entity - entity handle collision_index - index of the collision, from 1 to CountCollisions( entity ) |
Description
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Returns how far through its movement an entity got before a collision, as a fraction from 0 to 1. Despite the name this is not a duration - it is a position along the movement the entity made during the UpdateWorld that recorded collision number collision_index. 0 means the entity collided the moment it started moving, 0.5 halfway through its step, values near 1 right at the end. Multiply it by the distance the entity tried to move that frame to get the distance actually travelled before contact - useful for judging impact strength, or for placing an effect part-way along a fast projectile's path. In debug mode an index outside 1...CountCollisions( entity ) is a runtime error. See also: CountCollisions, CollisionX, CollisionNX, CollisionEntity, UpdateWorld. |
Example
; CollisionTime 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" ; CollisionTime is the fraction of the ball's movement step completed ; before it hit: 0 = collided immediately, 1 = right at the end of the move If CountCollisions(player)>0 Text 0,20,"CollisionTime(player,1) = "+CollisionTime(player,1) Text 0,40,"Hold a key against a wall: the ball is already touching, so the value is tiny" Else Text 0,20,"CollisionTime: no collisions this frame - push against something" EndIf Flip Wend End
Index