Why use it
It provides direct, allocation-conscious access to the gameplay api module. No exception-based error path is implied by the signature.
EPOK RUNTIME
Method · 1 overload
Performs `overlap box` as part of the gameplay api module.
static ObjectBatch8 overlap_box(GameplayAabb bounds,uint32_t mask,ObjectId ignore,bool triggers)Performs `overlap box` as part of the gameplay api module.
| Parameter | Type | Meaning |
|---|---|---|
bounds | GameplayAabb | Value supplied for bounds. Keep referenced or pointed-to data valid for the complete call. |
mask | uint32_t | Value supplied for mask. Keep referenced or pointed-to data valid for the complete call. |
ignore | ObjectId | Value supplied for ignore. Keep referenced or pointed-to data valid for the complete call. |
triggers | bool | Value supplied for triggers. Keep referenced or pointed-to data valid for the complete call. |
Returns: ObjectBatch8. Check the value before continuing when it represents success, availability or a resource handle.
#include "gameplay_api.hpp"
// Assume these named values have been initialized with valid data:
// GameplayAabb bounds
// uint32_t mask
// ObjectId ignore
// bool triggers
auto result = epok::CollisionLibrary::overlap_box(bounds, mask, ignore, triggers);It provides direct, allocation-conscious access to the gameplay api module. No exception-based error path is implied by the signature.
Call it only in the lifecycle phase described by the module. Validate indices, capacities and object state before use.
Declared in runtime/gameplay_api.hpp:249