Interface IPhysicsShapeProximityCastQuery
interface IPhysicsShapeProximityCastQuery {
ignoreBody?: PhysicsBody;
maxDistance: number;
position: Vector3;
rotation: Quaternion;
shape: PhysicsShape;
shouldHitTriggers: boolean;
}
ignoreBody?: PhysicsBody;
maxDistance: number;
position: Vector3;
rotation: Quaternion;
shape: PhysicsShape;
shouldHitTriggers: boolean;
}
Properties
Optionalignore Body
Ignores the body passed if it is in the query
max Distance
maxDistance: number
Maximum distance to check for collisions. Can be set to 0 to check for overlaps.
position
The position of shape
rotation
The rotation of shape
shape
The shape to test proximity against
should Hit Triggers
shouldHitTriggers: boolean
Should trigger collisions be considered in the query?
Query for shape proximity.