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): numberimport { segmentHit } from '@driftengine/physics';Parameters
| Parameter | Type | Description |
|---|---|---|
ox | number | |
oy | number | |
oz | number | |
dx | number | |
dy | number | |
dz | number | |
boxes | ColliderSet | |
radius | number |
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().