API Docs for: 0.7.1
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Heightfield Class

Extends Shape

Heightfield shape class. Height data is given as an array. These data points are spread out evenly with a distance "elementWidth".

Constructor

Heightfield

(
  • [options]
)

Parameters:

  • [options] Object optional

    (Note that this options object will be passed on to the Shape constructor.)

    • [heights] Array optional

      An array of Y values that will be used to construct the terrain.

    • [minValue] Number optional

      Minimum value of the data points in the data array. Will be computed automatically if not given.

    • [maxValue] Number optional

      Maximum value.

    • [elementWidth=0.1] Number optional

      World spacing between the data points in X direction.

Example:

// Generate some height data (y-values).
        var heights = [];
        for(var i = 0; i < 1000; i++){
            var y = 0.5 * Math.cos(0.2 * i);
            heights.push(y);
        }
        
        // Create the heightfield shape
        var heightfieldShape = new Heightfield({
            heights: heights,
            elementWidth: 1 // Distance between the data points in X direction
        });
        var heightfieldBody = new Body();
        heightfieldBody.addShape(heightfieldShape);
        world.addBody(heightfieldBody);
        

Methods

computeAABB

(
  • out
  • position
  • angle
)

Inherited from Shape but overwritten in src/shapes/Heightfield.js:137

Parameters:

  • out AABB

    The resulting AABB.

  • position Array
  • angle Number

computeMomentOfInertia

(
  • mass
)
Number

Inherited from Shape but overwritten in src/shapes/Heightfield.js:108

Parameters:

  • mass Number

Returns:

Number:

getLineSegment

(
  • start
  • end
  • i
)

Get a line segment in the heightfield

Parameters:

  • start Array

    Where to store the resulting start point

  • end Array

    Where to store the resulting end point

  • i Number

raycast

(
  • result
  • ray
  • position
  • angle
)

Inherited from Shape but overwritten in src/shapes/Heightfield.js:205

Parameters:

  • result RayResult
  • ray Ray
  • position Array
  • angle Number

updateArea

()

Inherited from Shape: src/shapes/Shape.js:215

Update the .area property of the shape.

updateBoundingRadius

() Number

Inherited from Shape: src/shapes/Shape.js:208

Returns the bounding circle radius of this shape.

Returns:

Number:

updateMaxMinValues

()

Update the .minValue and the .maxValue

Properties

angle

Number

Inherited from Shape: src/shapes/Shape.js:36

Body-local angle of the shape.

area

Number

Inherited from Shape: src/shapes/Shape.js:123

Area of this shape.

body

Body

Inherited from Shape: src/shapes/Shape.js:21

The body this shape is attached to. A shape can only be attached to a single body.

boundingRadius

Number

Inherited from Shape: src/shapes/Shape.js:65

Bounding circle radius of this shape

collisionGroup

Number

Inherited from Shape: src/shapes/Shape.js:72

Collision group that this shape belongs to (bit mask). See this tutorial.

Example:

// Setup bits for each available group
                    var PLAYER = Math.pow(2,0),
                        ENEMY =  Math.pow(2,1),
                        GROUND = Math.pow(2,2)
                    
                    // Put shapes into their groups
                    player1Shape.collisionGroup = PLAYER;
                    player2Shape.collisionGroup = PLAYER;
                    enemyShape  .collisionGroup = ENEMY;
                    groundShape .collisionGroup = GROUND;
                    
                    // Assign groups that each shape collide with.
                    // Note that the players can collide with ground and enemies, but not with other players.
                    player1Shape.collisionMask = ENEMY | GROUND;
                    player2Shape.collisionMask = ENEMY | GROUND;
                    enemyShape  .collisionMask = PLAYER | GROUND;
                    groundShape .collisionMask = PLAYER | ENEMY;
                    
// How collision check is done
                    if(shapeA.collisionGroup & shapeB.collisionMask)!=0 && (shapeB.collisionGroup & shapeA.collisionMask)!=0){
                        // The shapes will collide
                    }
                    

collisionMask

Number

Inherited from Shape: src/shapes/Shape.js:109

Collision mask of this shape. See .collisionGroup.

collisionResponse

Boolean

Inherited from Shape: src/shapes/Shape.js:103

Whether to produce contact forces when in contact with other bodies. Note that contacts will be generated, but they will be disabled. That means that this shape will move through other body shapes, but it will still trigger contact events, etc.

elementWidth

Number

The width of each element

heights

Array

An array of numbers, or height values, that are spread out along the x axis.

id

Number

Inherited from Shape: src/shapes/Shape.js:58

Shape object identifier.

material

Material

Inherited from Shape: src/shapes/Shape.js:116

Material to use in collisions for this Shape. If this is set to null, the world will use default material properties instead.

maxValue

Number

Max value of the heights

minValue

Number

Max value of the heights

position

Array

Inherited from Shape: src/shapes/Shape.js:27

Body-local position of the shape.

sensor

Boolean

Inherited from Shape: src/shapes/Shape.js:130

Set to true if you want this shape to be a sensor. A sensor does not generate contacts, but it still reports contact events. This is good if you want to know if a shape is overlapping another shape, without them generating contacts.