Particle Class
Particle shape class.
Constructor
Particle
        
                - 
                                
[options] 
Parameters:
- 
                                
[options]Object optional(Note that this options object will be passed on to the Shape constructor.)
 
Item Index
Methods
computeMomentOfInertia
        - 
                        
mass 
Should return the moment of inertia around the Z axis of the body given the total mass. See Wikipedia's list of moments of inertia.
Parameters:
- 
                        
massNumber 
Returns:
If the inertia is infinity or if the object simply isn't possible to rotate, return 0.
raycast
        - 
                        
result - 
                        
ray - 
                        
position - 
                        
angle 
Perform raycasting on this shape.
Parameters:
- 
                        
resultRayResultWhere to store the resulting data.
 - 
                        
rayRayThe Ray that you want to use for raycasting.
 - 
                        
positionArrayWorld position of the shape (the .position property will be ignored).
 - 
                        
angleNumberWorld angle of the shape (the .angle property will be ignored).
 
updateArea
        ()
    
    Update the .area property of the shape.
updateBoundingRadius
        ()
        
            Number
        
    
    Returns the bounding circle radius of this shape.
Returns:
Properties
angle
                        Number
                    
                    
                    
                    
                    
                        
                    
                        Body-local angle of the shape.
area
                        Number
                    
                    
                    
                    
                    
                        
                    
                        Area of this shape.
boundingRadius
                        Number
                    
                    
                    
                    
                    
                        
                    
                        Bounding circle radius of this shape
collisionGroup
                        Number
                    
                    
                    
                    
                    
                        
                    
                        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
                    
                    
                    
                    
                    
                        
                    
                        Collision mask of this shape. See .collisionGroup.
collisionResponse
                        Boolean
                    
                    
                    
                    
                    
                        
                    
                        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.
id
                        Number
                    
                    
                    
                    
                    
                        
                    
                        Shape object identifier.
material
                        Material
                    
                    
                    
                    
                    
                        
                    
                        Material to use in collisions for this Shape. If this is set to null, the world will use default material properties instead.
position
                        Array
                    
                    
                    
                    
                    
                        
                    
                        Body-local position of the shape.
sensor
                        Boolean
                    
                    
                    
                    
                    
                        
                    
                        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.
type
                        Number
                    
                    
                    
                    
                    
                        
                    
                        The type of the shape. One of:
