Shape Class
Base class for shapes.
Constructor
Shape
-
[options]
Parameters:
-
[options]
Object optional-
[position]
Array optional -
[angle=0]
Number optional -
[collisionGroup=1]
Number optional -
[collisionMask=1]
Number optional -
[sensor=false]
Boolean optional -
[collisionResponse=true]
Boolean optional -
[type=0]
Object optional
-
Item Index
Properties
- angle
- area
- body
- boundingRadius
- BOX static
- CAPSULE static
- CIRCLE static
- collisionGroup
- collisionMask
- collisionResponse
- CONVEX static
- HEIGHTFIELD static
- id
- LINE static
- material
- PARTICLE static
- PLANE static
- position
- sensor
- type
Methods
computeAABB
-
out
-
position
-
angle
Compute the world axis-aligned bounding box (AABB) of this shape.
Parameters:
-
out
AABBThe resulting AABB.
-
position
ArrayWorld position of the shape.
-
angle
NumberWorld angle of the shape.
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:
-
mass
Number
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:
-
result
RayResultWhere to store the resulting data.
-
ray
RayThe Ray that you want to use for raycasting.
-
position
ArrayWorld position of the shape (the .position property will be ignored).
-
angle
NumberWorld 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
BOX
Number
static
CAPSULE
Number
static
CIRCLE
Number
static
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.
CONVEX
Number
static
HEIGHTFIELD
Number
static
id
Number
Shape object identifier.
LINE
Number
static
material
Material
Material to use in collisions for this Shape. If this is set to null, the world will use default material properties instead.
PARTICLE
Number
static
PLANE
Number
static
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: