API Docs for: 0.6.0
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Plane Class

Extends Shape
Defined in: src/shapes/Plane.js:7

Plane shape class. The plane is facing in the Y direction.

Constructor

Plane

()

Methods

computeAABB

(
  • out
  • position
  • angle
)

Inherited from Shape but overwritten in src/shapes/Plane.js:34

Parameters:

  • out AABB
  • position Array
  • angle Number

computeMomentOfInertia

()

Inherited from Shape but overwritten in src/shapes/Plane.js:18

Compute moment of inertia

updateArea

()

Inherited from Shape: src/shapes/Shape.js:174

Update the .area property of the shape.

updateBoundingRadius

()

Inherited from Shape but overwritten in src/shapes/Plane.js:26

Update the bounding radius

Properties

area

Number

Inherited from Shape: src/shapes/Shape.js:89

Area of this shape.

boundingRadius

Number

Inherited from Shape: src/shapes/Shape.js:34

Bounding circle radius of this shape

collisionGroup

Number

Inherited from Shape: src/shapes/Shape.js:41

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:72

Collision mask of this shape. See .collisionGroup.

id

Number

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

Shape object identifier.

material

Material

Inherited from Shape: src/shapes/Shape.js:82

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

sensor

Boolean

Inherited from Shape: src/shapes/Shape.js:96

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.