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preview [2020/04/22 11:50] vjraymonpreview [2020/10/10 11:54] – created polymorphgames
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-====== Custom componenthow to compute ground or water elevation ====== +====== 1.6 Content Patch Preview1.6.21.1009 ====== 
-Since 1.5, Foundation allows to mod Custom component and links it to a fbx (see Exemple02) +  * [[changelog:1.6.21.1009|Changelog]] 
- +  [[preview:api|Scripting API]] 
-The following LUA code computes and returns the global Y elevation of water from a global position: +  [[preview:assets|Assets]]
- +
-    function MY_CUSTOM_COMPONENT:computeWaterElevation(_globalPosition) +
-        local raycastResult = {} +
-      +
-        -- Raycast from the _globalPosition + 1000 +
-        -- to _globalPosition - 1000 +
-        -- only on objects with a WATER flag +
-        local FromPosition = { _globalPosition[1], _globalPosition[2]+1000, _globalPosition[3] } +
-        local ToPosition = { _globalPosition[1], _globalPosition[2]-1000, _globalPosition[3+
-        if not self:getLevel():rayCast(FromPosition, +
-                                       ToPosition, +
-                                       raycastResult, +
-                                       2 ^ OBJECT_FLAG.WATER:toNumber()) +
-        then +
-            MyMod:logWarning("MY_CUSTOM_COMPONENT: Water not found on the vertical of " +
-                          .. tostring(_globalPosition)) +
-            return _globalPosition[2] +
-        else +
-            return raycastResult["Position"][2] +
-        end +
-    end +
- +
-You can do the same with the ground by replacing OBJECT_FLAG.WATER by OBJECT_FLAG.GROUND +
- +
-If the water (or the ground) is not found (for instance when the _globalPosition out of the map) then a warning is edited in the logs, and the code return the Y of the _globalPosition. +
- +
- +
- +

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