Utils / QueryUtil
QueryUtil Class
Radiographic detect tools
Table of contents
Methods
boxOverlap(boxCenter : Vector , boxExtent : Vector , drawDebug? : boolean , objectsToIgnore? : string [], ignoreByType? : boolean , source? : GameObject ): GameObject [] other |
---|
Rectangular range detection |
boxTrace(start : Vector , end : Vector , halfSize : Vector , orientation : Rotation , multiTrace? : boolean , drawDebug? : boolean , objectsToIgnore? : string [], ignoreByType? : boolean , source? : GameObject ): HitResult [] other |
Box body radiographic testing |
capsuleOverlap(capsuleCenter : Vector , radius : number , halfHeight : number , drawDebug? : boolean , objectsToIgnore? : string [], ignoreByType? : boolean , source? : GameObject ): GameObject [] other |
Capsule body range detect |
capsuleTrace(start : Vector , end : Vector , radius : number , halfHeight : number , multiTrace? : boolean , drawDebug? : boolean , objectsToIgnore? : string [], ignoreByType? : boolean , source? : GameObject ): HitResult [] other |
Radiographic detect of capsule body |
lineTrace(start : Vector , end : Vector , multiTrace? : boolean , drawDebug? : boolean , objectsToIgnore? : string [], ignoreByType? : boolean , traceSkeletonOnly? : boolean , source? : GameObject ): HitResult [] other |
Radiographic testing |
sphereOverlap(sphereCenter : Vector , sphereRadius : number , drawDebug? : boolean , objectsToIgnore? : string [], ignoreByType? : boolean , source? : GameObject ): GameObject [] other |
Spherical range detect |
sphereTrace(start : Vector , end : Vector , radius : number , multiTrace? : boolean , drawDebug? : boolean , objectsToIgnore? : string [], ignoreByType? : boolean , source? : GameObject ): HitResult [] other |
Spherical radiographic testing |
Methods
boxOverlap
• Static
boxOverlap(boxCenter
, boxExtent
, drawDebug?
, objectsToIgnore?
, ignoreByType?
, source?
): GameObject
[] other
Rectangular range detection
Parameters
boxCenter Vector | Usage: Center position of rectangle |
---|---|
boxExtent Vector | Usage: Size of the box body |
drawDebug? boolean | Usage: Visualize drawing default: false |
objectsToIgnore? string [] | Usage: Block object's UUID array default: [] range: Unrestricted |
ignoreByType? boolean | Usage: Do you want to block based on the type of the incoming object? Default: false |
source? GameObject | Usage: Object initiating detection (detection source does not participate in detection) default: null |
Returns
GameObject [] | GameObject array |
---|
Usage example: The following example shows the basic process of using rectangle range detect
const goList = QueryUtil.boxOverlap(new mw.Vector(0,0,0), new mw.Vector(1000,0,0), true);
for (const item of goList) {
// item: Detect Objects
}
const goList = QueryUtil.boxOverlap(new mw.Vector(0,0,0), new mw.Vector(1000,0,0), true);
for (const item of goList) {
// item: Detect Objects
}
boxTrace
• Static
boxTrace(start
, end
, halfSize
, orientation
, multiTrace?
, drawDebug?
, objectsToIgnore?
, ignoreByType?
, source?
): HitResult
[] other
Box body radiographic testing
Parameters
start Vector | Usage: start position |
---|---|
end Vector | Usage: End position |
halfSize Vector | Usage: Box half length, width, and height |
orientation Rotation | Usage: Box orientation |
multiTrace? boolean | Usage: Whether to penetrate detect default: false |
drawDebug? boolean | Usage: Visualize drawing default: false |
objectsToIgnore? string [] | Usage: Block object guided array default: [] range: No restrictions |
ignoreByType? boolean | Usage: Do you want to block based on the type of the incoming object? Default: false |
source? GameObject | Usage: Object initiating detection (detection source does not participate in detection) default: null |
Returns
HitResult [] | HitResult array |
---|
Usage example: The following example shows the basic process of using box ray detect
const ResultList = QueryUtil.boxTrace(new mw.Vector(0,0,0), new mw.Vector(300,0,0), new mw.Vector(10,10,10), new mw.Rotation(0,0,0), true, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}
const ResultList = QueryUtil.boxTrace(new mw.Vector(0,0,0), new mw.Vector(300,0,0), new mw.Vector(10,10,10), new mw.Rotation(0,0,0), true, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}
capsuleOverlap
• Static
capsuleOverlap(capsuleCenter
, radius
, halfHeight
, drawDebug?
, objectsToIgnore?
, ignoreByType?
, source?
): GameObject
[] other
Capsule body range detect
Parameters
capsuleCenter Vector | Usage: Center position of capsule body |
---|---|
radius number | Usage: Capsule body radius range: No restrictions, but please use an appropriate radius scale. Type: Floating point type |
halfHeight number | Usage: Half height range of capsule body: No limit, but please use an appropriate scale. Type: Floating point type |
drawDebug? boolean | Usage: Visualize drawing default: false |
objectsToIgnore? string [] | Usage: Block object's UUID array default: [] range: Unrestricted |
ignoreByType? boolean | Usage: Do you want to block based on the type of the incoming object? Default: false |
source? GameObject | Usage: Object initiating detection (detection source does not participate in detection) default: null |
Returns
GameObject [] | GameObject array |
---|
Usage example: The following example shows the basic process of using cylinder range detect
const ResultList = QueryUtil.capsuleOverlap(new mw.Vector(0,0,0), 100, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}
const ResultList = QueryUtil.capsuleOverlap(new mw.Vector(0,0,0), 100, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}
capsuleTrace
• Static
capsuleTrace(start
, end
, radius
, halfHeight
, multiTrace?
, drawDebug?
, objectsToIgnore?
, ignoreByType?
, source?
): HitResult
[] other
Radiographic detect of capsule body
Parameters
start Vector | Usage: start position |
---|---|
end Vector | Usage: End position |
radius number | Usage: Capsule body radius range: No restrictions, but please use an appropriate radius scale. Type: Floating point type |
halfHeight number | Usage: Half height range of capsule body: No limit, but please use an appropriate scale. Type: Floating point type |
multiTrace? boolean | Usage: Whether to penetrate detect default: false |
drawDebug? boolean | Usage: Visualize drawing default: false |
objectsToIgnore? string [] | Usage: Block object guided array default: [] range: No restrictions |
ignoreByType? boolean | Usage: Do you want to block based on the type of the incoming object? Default: false |
source? GameObject | Usage: Object initiating detection (detection source does not participate in detection) default: null |
Returns
HitResult [] | HitResult array |
---|
Usage example: The following example demonstrates the basic process of using capsule body X-ray detection
const ResultList = QueryUtil.capsuleTrace(new mw.Vector(0,0,0), new mw.Vector(300,0,0), 5, 10, true, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}
const ResultList = QueryUtil.capsuleTrace(new mw.Vector(0,0,0), new mw.Vector(300,0,0), 5, 10, true, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}
lineTrace
• Static
lineTrace(start
, end
, multiTrace?
, drawDebug?
, objectsToIgnore?
, ignoreByType?
, traceSkeletonOnly?
, source?
): HitResult
[] other
Radiographic testing
Parameters
start Vector | Usage: start position |
---|---|
end Vector | Usage: End position |
multiTrace? boolean | Usage: Whether to penetrate detect default: false |
drawDebug? boolean | Usage: Visualize drawing default: false |
objectsToIgnore? string [] | Usage: Block object guided array default: [] range: No restrictions |
ignoreByType? boolean | Usage: Do you want to block based on the type of the incoming object? Default: false |
traceSkeletonOnly? boolean | Usage: whether to perform detect on specific parts default: false |
source? GameObject | Usage: Object initiating detection (detection source does not participate in detection) default: null |
Returns
HitResult [] | HitResult array |
---|
Usage example: The following example demonstrates the basic process of using radiographic testing
const ResultList = QueryUtil.lineTrace(new mw.Vector(0,0,0), new mw.Vector(300,0,0), true, false, [], false, gameObject, false);
for (const item of ResultList) {
// item: Detect Objects
}
const ResultList = QueryUtil.lineTrace(new mw.Vector(0,0,0), new mw.Vector(300,0,0), true, false, [], false, gameObject, false);
for (const item of ResultList) {
// item: Detect Objects
}
sphereOverlap
• Static
sphereOverlap(sphereCenter
, sphereRadius
, drawDebug?
, objectsToIgnore?
, ignoreByType?
, source?
): GameObject
[] other
Spherical range detect
Parameters
sphereCenter Vector | Usage: Center position of sphere |
---|---|
sphereRadius number | Usage: Sphere radius range: No restrictions, but please use an appropriate radius scale. Type: Floating point type |
drawDebug? boolean | Usage: Visualize drawing default: false |
objectsToIgnore? string [] | Usage: Block object's UUID array default: [] range: Unrestricted |
ignoreByType? boolean | Usage: Do you want to block based on the type of the incoming object? Default: false |
source? GameObject | Usage: Object initiating detection (detection source does not participate in detection) default: null |
Returns
GameObject [] | GameObject array |
---|
Usage example: The following example shows the basic process of detect using spherical range
const ResultList = QueryUtil.sphereOverlap(new mw.Vector(0,0,0), 100, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}
const ResultList = QueryUtil.sphereOverlap(new mw.Vector(0,0,0), 100, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}
sphereTrace
• Static
sphereTrace(start
, end
, radius
, multiTrace?
, drawDebug?
, objectsToIgnore?
, ignoreByType?
, source?
): HitResult
[] other
Spherical radiographic testing
Parameters
start Vector | Usage: start position |
---|---|
end Vector | Usage: End position |
radius number | Usage: Sphere radius range: [0,+∞] However, please use an appropriate radius scale. Type: Floating point type |
multiTrace? boolean | Usage: Whether to penetrate detect default: false |
drawDebug? boolean | Usage: Visualize drawing default: false |
objectsToIgnore? string [] | Usage: Block object guided array default: [] range: No restrictions |
ignoreByType? boolean | Usage: Do you want to block based on the type of the incoming object? Default: false |
source? GameObject | Usage: Object initiating detection (detection source does not participate in detection) default: null |
Returns
HitResult [] | HitResult array |
---|
Usage example: The following example shows the basic process of using sphere ray detect
const ResultList = QueryUtil.sphereTrace(new mw.Vector(0,0,0), new mw.Vector(300,0,0), 5, true, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}
const ResultList = QueryUtil.sphereTrace(new mw.Vector(0,0,0), new mw.Vector(300,0,0), 5, true, false, [], false, gameObject);
for (const item of ResultList) {
// item: Detect Objects
}