Physics · function

segmentHit

Nearest obstruction along the segment origin → origin + delta, returned as a fraction of the segment in [0, 1] — 1 meaning unobstructed.

Explained in Your first game, Rigid bodies.

function segmentHit(ox: number, oy: number, oz: number, dx: number, dy: number, dz: number, boxes: ColliderSet, radius: number): number
import { segmentHit } from '@driftengine/physics';

Parameters

ParameterTypeDescription
oxnumber
oynumber
oznumber
dxnumber
dynumber
dznumber
boxesColliderSet
radiusnumber

In depth

Boxes are expanded by radius, which approximates sweeping a sphere: the caller (the third-person camera boom) then stops clear of surfaces instead of grazing them. Allocation-free; slab method, one pass over the boxes.

Render-side only. Nothing here may be called from simulate().