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 `raycast segment` as part of the gameplay api module.
static CollisionHitSample raycast_segment(GameplayVector3 origin,GameplayVector3 displacement,uint32_t mask,ObjectId ignore,bool triggers)Performs `raycast segment` as part of the gameplay api module.
| Parameter | Type | Meaning |
|---|---|---|
origin | GameplayVector3 | Value supplied for origin. Keep referenced or pointed-to data valid for the complete call. |
displacement | GameplayVector3 | Value supplied for displacement. 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: CollisionHitSample. 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:
// GameplayVector3 origin
// GameplayVector3 displacement
// uint32_t mask
// ObjectId ignore
// bool triggers
auto result = epok::CollisionLibrary::raycast_segment(origin, displacement, 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:246