WorldTrigger Class
Inherits: | Node |
World triggers fire callbacks when any nodes (colliders or not) get inside or outside of them. The trigger can detect the node of all the types by its bounding box.
You can either specify a list of nodes, for which the callbacks will be fired, or let the trigger react on all nodes (default behavior). In the latter case the list of target nodes should be empty. There can be also specified a list of nodes, which are skipped by the trigger and are free to pass unnoticed.
The callback function of World trigger will be actually executed only when the next engine function is called: that is, before flush() (in the current frame), or before theupdate() (in the next frame) — whatever comes first.
If you have moved some nodes and want to get callbacks based on changed positions in the same frame, you need to call engine.world.updateSpatial() first.
WorldTrigger Class
Members
static WorldTrigger(vec3 size)
Constructor. Creates a new world trigger with given dimensions.Arguments
- vec3 size - Dimensions of the new world trigger. If negative values are provided, 0 will be used instead of them.
WorldTrigger cast(Node node)
Casts a WorldTrigger out of the Node instance.Arguments
- Node node - Node instance.
Return value
WorldTrigger instance.void setEnterCallbackName(string name)
Sets a callback function to be fired when nodes are entering the world trigger. Unlike setEnterCallback(), this callback function accepts a node that entered the world trigger and world trigger itself as arguments.Arguments
- string name - Name of the callback function.
string getEnterCallbackName()
Returns the name of callback function to be fired on entering the world trigger. This callback function is set via setEnterCallbackName().Return value
Name of the callback function.void setExcludeNodes(int nodes[])
Sets a list of excluded nodes, on which the world trigger will not react.Arguments
- int nodes[] - ID of the array with excluded nodes.
getExcludeNodes(int nodes[])
Returns the current list of excluded nodes, on which the world trigger does not react.Arguments
- int nodes[] - ID of the array with excluded nodes.
void setExcludeTypes(int nodes[])
Sets a list of excluded node types, on which the world trigger will not react.Arguments
- int nodes[] - ID of the array with excluded node types.
getExcludeTypes(int nodes[])
Returns the current list of excluded node types, on which the world trigger does not react.Arguments
- int nodes[] - ID of the array with excluded node types.
void setLeaveCallbackName(string name)
Sets a callback function to be fired when nodes are leaving the world trigger. Unlike setLeaveCallback(), this callback function accepts a node that left the world trigger and world trigger itself as arguments. However, it can also receive no arguments.Arguments
- string name - Name of the callback function.
string getLeaveCallbackName()
Returns the name of the callback function name to be fired on leaving the world trigger. This callback function is set via setLeaveCallbackName().Return value
Name of the callback function.Node getNode(int num)
Returns a specified node contained in the world trigger.Arguments
- int num - Number of the node.
Return value
Specified node.Node getNode()
Returns a specified node contained in the world trigger.Return value
Specified node.void getNodes(int id)
Gets nodes contained in the trigger and appends them to the vector with a given ID.Arguments
- int id - ID of the vector with nodes.
int getNumNodes()
Returns the number of nodes contained in the world trigger.Return value
Number of nodes.void setSize(vec3 size)
Updates the current dimensions of the world trigger.Arguments
- vec3 size - Dimensions of the world trigger. If negative values are provided, 0 will be used instead of them.
vec3 getSize()
Returns the current dimensions of the world trigger.Return value
Current dimensions.void setTargetNodes(int nodes[])
Sets a list of target nodes, which will fire callbacks. If this list is empty, all nodes fire callbacks.Arguments
- int nodes[] - ID of the array with target nodes.
getTargetNodes(int nodes[])
Returns the current list of target nodes, which fire callbacks. If this list is empty, all nodes fire callbacks.Arguments
- int nodes[] - ID of the array with target nodes.
void setTargetTypes(int nodes[])
Sets a list of target node types, which will fire callbacks. If this list is empty, all nodes fire callbacks.Arguments
- int nodes[] - ID of the array with target node types.
getTargetTypes(int nodes[])
Returns the current list of target node types, which fire callbacks. If this list is empty, all nodes fire callbacks.Arguments
- int nodes[] - ID of the array with target node types.
void setTouch(int touch)
Sets a touch mode for the trigger. With this mode on, the trigger will react to the node by partial contact. When set to off, the trigger reacts only if the whole bounding sphere/box gets inside or outside of it.Arguments
- int touch - Touch mode flag: positive number to enable mode, 0 to disable.
int isTouch()
Returns a value indicating if a touch mode is enabled for the trigger. With this mode on, the trigger will react to the node by partial contact. When set to off, the trigger reacts only if the whole bounding sphere/box gets inside or outside of it.Return value
1 if the touch mode is enabled; otherwise, 0.int type()
Returns the type of the node.Return value
World type identifier.Last update: 2018-08-10
Help improve this article
Was this article helpful?
(or select a word/phrase and press Ctrl+Enter)