Class PhysicsShape
Hierarchy (View Summary)
Constructors
constructor
-
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
- options: PhysicShapeOptions
Accessors
density
-
get density(): number
Returns the density of the physics shape.
Returns number
The density of the physics shape.
-
set density(density: number): void
Sets the density of the physics shape.
Parameters
- density: number
The density of the physics shape.
Returns void
- density: number
filter Collide Mask
-
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
- collideMask: number
filter Membership Mask
-
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
- membershipMask: number
is Trigger
-
get isTrigger(): boolean
Returns boolean
-
set isTrigger(isTrigger: boolean): void
Parameters
- isTrigger: boolean
Returns void
material
-
Returns the material of the physics shape.
Returns PhysicsMaterial
The material of the physics shape.
-
Parameters
- material: PhysicsMaterial
Returns void
type
Methods
add Child
-
addChild(
newChild: PhysicsShape,
translation?: Vector3,
rotation?: Quaternion,
scale?: Vector3,
): voidAdds a child shape to a container with an optional transform
Parameters
- newChild: PhysicsShape
The new PhysicsShape to add
Optionaltranslation: Vector3Optional position of the child shape relative to this shape
Optionalrotation: QuaternionOptional rotation of the child shape relative to this shape
Optionalscale: Vector3Optional scale of the child shape relative to this shape
Returns void
- newChild: PhysicsShape
add Child From Parent
-
addChildFromParent(
parentTransform: TransformNode,
newChild: PhysicsShape,
childTransform: TransformNode,
): voidUtility to add a child shape to this container, automatically computing the relative transform between the container shape and the child instance.
Parameters
- parentTransform: TransformNode
The transform node associated with this shape
- newChild: PhysicsShape
The new PhysicsShape to add
- childTransform: TransformNode
The transform node associated with the child shape
Returns void
- parentTransform: TransformNode
dispose
-
Dispose the shape and release its associated resources.
Returns void
get Bounding Box
-
Returns the bounding box of the physics shape.
Returns BoundingBox
The bounding box of the physics shape.
get Class Name
-
Returns the string "PhysicsShape".
Returns string
"PhysicsShape"
get Num Children
-
Returns the number of children of a physics shape.
Returns number
The number of children of a physics shape.
remove Child
-
Removes a child shape from this shape.
Parameters
- childIndex: number
The index of the child shape to remove
Returns void
- childIndex: number
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.