Blitz3D+ Command Reference

CountCollisions ( entity )

Parameters

entity - entity handle

Description

Returns how many collisions an entity was involved in during the last UpdateWorld.

This is the gateway to the whole Collision family: loop the index from 1 to CountCollisions( entity ) and read each collision's details with CollisionEntity, CollisionX/Y/Z, CollisionNX/NY/NZ and CollisionTime.

Both sides of a collision count it: the moving entity and the entity it hit each record one. A result of 0 simply means nothing touched the entity that step.

The list is wiped and rebuilt by every UpdateWorld, so check it each frame after UpdateWorld - collision results do not accumulate across frames.

See also: CollisionEntity, EntityCollided, CollisionX, CollisionNX, CollisionTime, UpdateWorld.

Example

; CountCollisions 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"
    ; CountCollisions: how many contacts did the last UpdateWorld find?
    Text 0,20,"CountCollisions(player) = "+CountCollisions(player)
    Text 0,40,"Push into the corner where the two walls meet to score 2 at once"

    Flip

Wend

End

Index