World:computeOverlaps
EditDetects which pairs of shapes in the world are near each other and could be colliding. After calling this function, the World:overlaps
iterator can be used to iterate over the overlaps, and World:collide
can be used to resolve a collision for the shapes (if any). Usually this is called automatically by World:update
.
World:computeOverlaps()
Arguments
None
Returns
Nothing
Notes
This performs the "broad phase" culling of objects in the World, usually using a spatial hash or other acceleration structure like a quad tree or octree.
Example
world:computeOverlaps()
for shapeA, shapeB in world:overlaps() do
local areColliding = world:collide(shapeA, shapeB)
print(shapeA, shapeB, areColliding)
end