API Docs for: 0.7.1
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Shape Class

Defined in: src/shapes/Shape.js:5

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

Methods

computeAABB

(
  • out
  • position
  • angle
)

Compute the world axis-aligned bounding box (AABB) of this shape.

Parameters:

  • out AABB

    The resulting AABB.

  • position Array

    World position of the shape.

  • angle Number

    World angle of the shape.

computeMomentOfInertia

(
  • mass
)
Number

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:

Number:

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 RayResult

    Where to store the resulting data.

  • ray Ray

    The Ray that you want to use for raycasting.

  • position Array

    World position of the shape (the .position property will be ignored).

  • angle Number

    World 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:

Number:

Properties

angle

Number

Body-local angle of the shape.

area

Number

Area of this shape.

body

Body

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

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.