**CollisionPointIDs(id1,id2)**

Determines the collision point of 2 instances

return 0 if no collision point

return 1 if collision point

you should call it on collision

it will work if the 2 instances overlap or if 2 egdes are touching (Better result)

so make sure you move them into contact with move contact solid.

sets the following instance variables for you to get the region

(Eventually set to about a 1x1 region)

__left;

__top;

__right;

__bottom;

__x is the average (center of rect)

__y is the average (center of rect)

**IntersectRectIDs(id1,id2)**

determines the intersecting rectangular area of 2 instances' bbox

return 0 if no intersection

return 1 if boxes intersect

sets the following instance variables for you to get the region

__left;

__top;

__right;

__bottom;

__x is the average (center of rect)

__y is the average (center of rect)

**CheapCollisionRectIDs(id1,id2)**

works like IntersectRectIDs(id1,id2)

but only if the 2 objects are really colliding

determines the intersecting rectangular area of 2 instances' bbox

**CollisionRectIDs(id1,id2)**

works like CheapCollisionRectIDs(id1,id2)

but returns the average rectangular area of the collision

from the left and top most colliding area to the righ and bottom most

does not handle multiple areas, it would combine them into a single larger one

**FinerCollisionRectIDs(id1,id2)**

works like CollisionRectIDs(id1,id2)

but performs 2 passes to reduce error

**CollisionArrayIDs(id1,id2)**

This produces a rectangular area like the other functions and also produces a collision array

it's slow

return 0 if no intersection

return 1 if boxes intersect

sets the following instance variables for you to get the region

__left;

__top;

__right;

__bottom;

__x is the average (center of rect)

__y is the average (center of rect)

__coly[] is the collision x array

__colx[] is the collision y array

__numcol is the array count... num collisions

__avgx is the average collision spot

__avgy is the average collision spot

Update

Added

**CollisionPointIDs**

determines the collision point of 2 instances

return 0 if no collision point

return 1 if collision point

you should call it on collision

it will work if the 2 instances overlap or if 2 egdes are touching (Better result)

so make sure you move them into contact with move contact solid.

sets the following instance variables for you to get the region

(Eventually set to about a 1x1 region)

__left;

__top;

__right;

__bottom;

__x is the average (center of rect)

__y is the average (center of rect)

**Edited by icuurd12b42, 05 May 2009 - 12:13 AM.**