CollisionTriangle ( 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 the index of the triangle hit in one of an entity's collisions. The index refers to a triangle within the surface returned by CollisionSurface. Feed both to TriangleVertex and the vertex commands to inspect the exact polygon touched - the raw material for per-triangle effects like scorch marks or destructible panels. Triangle information exists only for ellipsoid-to-polygon collisions (method 2 of the Collisions command); ellipsoid and box collisions leave nothing meaningful here. In debug mode an index outside 1...CountCollisions( entity ) is a runtime error. See also: CollisionSurface, TriangleVertex, VertexX, CountCollisions, Collisions. |
Example
; CollisionTriangle 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" ; CollisionTriangle is the index of the triangle nearest the contact point If CountCollisions(player)>0 Text 0,20,"CollisionTriangle(player,1) = "+CollisionTriangle(player,1) Text 0,40,"Each cube face is two triangles - circle the crate and watch the index change" Else Text 0,20,"CollisionTriangle: no collisions this frame - push against something" EndIf Flip Wend End
Index