Optional
shape: ShapePrivate
_parentPrivate
_shapePrivate
colliderPrivate
ensureReadonly
handleGets the collision types active for this collider.
The events active for this collider.
Get the physics hooks active for this collider.
Find the closest intersection between a ray and this collider.
This also computes the normal at the hit point.
The time-of-impact between this collider and the ray, or -1
if there is no intersection.
The ray to cast.
The maximum time-of-impact that can be reported by this cast. This effectively
limits the length of the ray to ray.dir.norm() * maxToi
.
If false
then the ray will attempt to hit the boundary of a shape, even if its
origin already lies inside of a shape. In other terms, true
implies that all shapes are plain,
whereas false
implies that all shapes are hollow for this ray-cast.
Find the closest intersection between a ray and this collider.
This also computes the normal at the hit point.
The ray to cast.
The maximum time-of-impact that can be reported by this cast. This effectively
limits the length of the ray to ray.dir.norm() * maxToi
.
If false
then the ray will attempt to hit the boundary of a shape, even if its
origin already lies inside of a shape. In other terms, true
implies that all shapes are plain,
whereas false
implies that all shapes are hollow for this ray-cast.
Computes one pair of contact points between the collider and the given collider.
null
if the shapes are separated by a distance greater than prediction, otherwise contact details. The result is given in world-space.
The second collider.
The prediction value, if the shapes are separated by a distance greater than this value, test will fail.
Computes one pair of contact points between the shape owned by this collider and the given shape.
null
if the shapes are separated by a distance greater than prediction, otherwise contact details. The result is given in world-space.
Internal
Gets the rule used to combine the friction coefficients of two colliders colliders involved in a contact.
If this collider has a heightfield shape, this returns the heights buffer of the heightfield. In 3D, the returned height matrix is provided in column-major order.
this field will be removed in the future, please access this field on shape
member instead.
Tests if this collider intersects the given ray.
The ray to cast.
The maximum time-of-impact that can be reported by this cast. This effectively
limits the length of the ray to ray.dir.norm() * maxToi
.
Find the projection of a point on this collider.
The point to project.
If this is set to true
then the collider shapes are considered to
be plain (if the point is located inside of a plain shape, its projection is the point
itself). If it is set to false
the collider shapes are considered to be hollow
(if the point is located inside of an hollow shape, it is projected on the shape's
boundary).
Gets the rule used to combine the restitution coefficients of two colliders colliders involved in a contact.
Set the collision types active for this collider.
The hooks active for contact/intersection pairs involving this collider.
Set the events active for this collider.
Use this to enable contact and/or intersection event reporting for this collider.
The events active for contact/intersection pairs involving this collider.
Set the physics hooks active for this collider.
Use this to enable custom filtering rules for contact/intersecstion pairs involving this collider.
The hooks active for contact/intersection pairs involving this collider.
Sets the collision groups used by this collider.
Two colliders will interact iff. their collision groups are compatible.
See the documentation of InteractionGroups
for details on teh used bit pattern.
The collision groups used for the collider being built.
Sets the uniform density of this collider.
This will override any previous mass-properties set by this.setDensity
,
this.setMass
, this.setMassProperties
, ColliderDesc.density
,
ColliderDesc.mass
, or ColliderDesc.massProperties
for this collider.
The mass and angular inertia of this collider will be computed automatically based on its shape.
Sets the friction coefficient of the collider to be created.
The friction coefficient. Must be greater or equal to 0. This is generally smaller than 1. The higher the coefficient, the stronger friction forces will be for contacts with the collider being built.
Sets the rule used to combine the friction coefficients of two colliders colliders involved in a contact.
− The combine rule to apply.
Sets the mass of this collider.
This will override any previous mass-properties set by this.setDensity
,
this.setMass
, this.setMassProperties
, ColliderDesc.density
,
ColliderDesc.mass
, or ColliderDesc.massProperties
for this collider.
The angular inertia of this collider will be computed automatically based on its shape and this mass value.
Sets the mass of this collider.
This will override any previous mass-properties set by this.setDensity
,
this.setMass
, this.setMassProperties
, ColliderDesc.density
,
ColliderDesc.mass
, or ColliderDesc.massProperties
for this collider.
Sets the restitution coefficient of the collider to be created.
The restitution coefficient in [0, 1]
. A value of 0 (the default) means no bouncing behavior
while 1 means perfect bouncing (though energy may still be lost due to numerical errors of the
constraints solver).
Sets the rule used to combine the restitution coefficients of two colliders colliders involved in a contact.
− The combine rule to apply.
Sets the solver groups used by this collider.
Forces between two colliders in contact will be computed iff their solver
groups are compatible.
See the documentation of InteractionGroups
for details on the used bit pattern.
The solver groups used for the collider being built.
Generated using TypeDoc
A geometric entity that can be attached to a body so it can be affected by contacts and proximity queries.