API

Class PhysicsShape

PhysicsShape class. This class is useful for creating a physics shape that can be used in a physics engine. A Physic Shape determine how collision are computed. It must be attached to a body.

Hierarchy (View Summary)

Index
  • Constructs a new physics shape.

    Parameters

    • options: PhysicShapeOptions

      The options for the physics shape. These are:

      • type: The type of the shape. This can be one of the following: SPHERE, BOX, CAPSULE, CYLINDER, CONVEX_HULL, MESH, HEIGHTFIELD, CONTAINER
      • parameters: The parameters of the shape.
      • pluginData: The plugin data of the shape. This is used if you already have a reference to the object on the plugin side. You need to specify either type or pluginData.
    • scene: Scene

      The scene the shape belongs to.

      This code is useful for creating a new physics shape with the given type, options, and scene. It also checks that the physics engine and plugin version are correct. If not, it throws an error. This ensures that the shape is created with the correct parameters and is compatible with the physics engine.

    Returns PhysicsShape

_pluginData: any = undefined

V2 Physics plugin private data for single shape

  • get filterCollideMask(): number

    Returns number

    Bitmask of categories that this shape should collide with

  • set filterCollideMask(collideMask: number): void

    Sets the collide mask of a shape. This is a bitfield of arbitrary "categories" to which this shape collides with. Given two shapes, the engine will check if the collide mask and membership overlap: shapeA.filterMembershipMask & shapeB.filterCollideMask

    If this value is zero (i.e. shapeB only collides with categories which shapeA is not a member of) then the shapes will not collide.

    Note, the engine will also perform the same test with shapeA and shapeB swapped; the shapes will not collide if either shape has a collideMask which prevents collision with the other shape.

    Parameters

    • collideMask: number

      Bitmask of categories this shape should collide with

    Returns void

  • get filterMembershipMask(): number

    Get the membership mask of a shape.

    Returns number

    Bitmask of categories which this shape is a member of.

  • set filterMembershipMask(membershipMask: number): void

    Set the membership mask of a shape. This is a bitfield of arbitrary "categories" to which the shape is a member. This is used in combination with the collide mask to determine if this shape should collide with another.

    Parameters

    • membershipMask: number

      Bitfield of categories of this shape.

    Returns void