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PhysicsPointInside

Narta Xaymar Dirks edited this page Nov 14, 2026 · 1 revision
BlitzLLVM

PhysicsPointInside 〔BlitzLLVM〕

PhysicsPointInside:Int32 x:Float32, y:Float32, z:Float32, mask_low:Int32=-1, mask_high:Int32=-1, sensors:Int32=0, world:Int32=0
Parameter Mode Type Default Description
x In Float32 required The point, x.
y In Float32 required The point, y.
z In Float32 required The point, z.
mask_low In Int32 -1 The layers to look at, as bits 0 to 31 of a mask (bit n is layer n). -1 (default) looks at all layers.
mask_high In Int32 -1 The layers 32 to 63, as bits 0 to 31 of a mask. -1 (default) looks at all layers.
sensors In Int32 0 1 also finds sensors (see PhysicsSensor); 0 (default) leaves them out.
world In Int32 0 The physics world, 0 (default) for the default world.

Returns: The entity of a body that contains the point, or 0 if there is none.

Description

〔BlitzLLVM〕 This command does not exist in the original Blitz products. BlitzLLVM adds it.

Finds out which body of a physics world contains a point of the world. If several do, the one that was made first is returned. With sensors included this is how a region that does something once something is in it (a trigger volume) is asked.

The body is kept for GetPhysicsHitEntity; the point is GetPhysicsHitX, GetPhysicsHitY and GetPhysicsHitZ, and the normal and the distance are 0.

Differences

  • The original has no such command. This is an extension; programs that use it do not compile with the original Blitz3D.

Related Commands

PhysicsAngularDamping 〔BlitzLLVM〕, PhysicsAngularVelocity 〔BlitzLLVM〕, PhysicsApplyAngularImpulse 〔BlitzLLVM〕, PhysicsApplyForce 〔BlitzLLVM〕, PhysicsApplyForceAt 〔BlitzLLVM〕, PhysicsApplyImpulse 〔BlitzLLVM〕, PhysicsApplyImpulseAt 〔BlitzLLVM〕, PhysicsApplyTorque 〔BlitzLLVM〕

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