entity - entity handle
x_radius# - x radius of entity's collision ellipsoid y_radius# (optional) - y radius of entity's collision ellipsoid. If omitted the x_radius# will be used for the y_radius#. |
Sets the radius of an entity's collision ellipsoid.
An entity radius should be set for all entities involved in ellipsoidal collisions, which is all source entities (as collisions are always ellipsoid-to-something), and whatever destination entities are involved in ellipsoid-to-ellipsoid collisions (collision method No.1). See also: EntityBox, Collisions, EntityType. |
; EntityRadius Example
; -------------------- Graphics3D 640,480 SetBuffer BackBuffer() camera=CreateCamera() light=CreateLight() sphere=CreateSphere( 32 ) PositionEntity sphere,-2,0,5 cone=CreateCone( 32 ) EntityType cone,type_cone PositionEntity cone,2,0,5 ; Set collision type values type_sphere=1 type_cone=2 ; Set sphere radius value sphere_radius#=1 ; Set sphere and cone entity types EntityType sphere,type_sphere EntityType cone,type_cone ; Enable collisions between type_sphere and type_cone, with ellipsoid->polygon method and slide response Collisions type_sphere,type_cone,2,2 While Not KeyDown( 1 ) x#=0 y#=0 z#=0 If KeyDown( 203 )=True Then x#=-0.1 If KeyDown( 205 )=True Then x#=0.1 If KeyDown( 208 )=True Then y#=-0.1 If KeyDown( 200 )=True Then y#=0.1 If KeyDown( 44 )=True Then z#=-0.1 If KeyDown( 30 )=True Then z#=0.1 MoveEntity sphere,x#,y#,z# ; If square brackets keys pressed then change sphere radius value If KeyDown( 26 )=True Then sphere_radius#=sphere_radius#-0.1 If KeyDown( 27 )=True Then sphere_radius#=sphere_radius#+0.1 ; Set entity radius of sphere EntityRadius sphere,sphere_radius# ; Perform collision checking UpdateWorld RenderWorld Text 0,0,"Use cursor/A/Z keys to move sphere" Text 0,20,"Press [ or ] to change EntityRadius radius_x# value" Text 0,40,"EntityRadius sphere,"+sphere_radius Flip Wend End |