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Variable: PhysicsShape

const PhysicsShape: Component<{ _engineShape: { default: number; type: Float64; }; density: { default: number; type: Float32; }; dimensions: { default: [number, number, number]; type: Vec3; }; friction: { default: number; type: Float32; }; restitution: { default: number; type: Float32; }; shape: { default: "Auto"; enum: { Auto: "Auto"; Box: "Box"; Capsules: "Capsules"; ConvexHull: "ConvexHull"; Cylinder: "Cylinder"; Sphere: "Sphere"; TriMesh: "TriMesh"; }; type: Enum; }; }>

Defined in: packages/core/src/physics/physicsShape.ts:80

Component for defining the collision shape and material properties of a physics entity.

Remarks

  • Material properties (density, restitution, friction) affect physics behavior.
  • Higher density increases mass, affecting how the object responds to forces.

Examples

ts
entity.addComponent(PhysicsShape, {
  shape: PhysicsShapeType.Auto
})
ts
entity.addComponent(PhysicsShape, {
  shape: PhysicsShapeType.Sphere,
  dimensions: [0.5, 0, 0], // radius = 0.5
  restitution: 0.8, // bouncy
  friction: 0.1 // low friction
})
ts
entity.addComponent(PhysicsShape, {
  shape: PhysicsShapeType.Box,
  dimensions: [2, 1, 1], // 2x1x1 meters
  density: 5.0, // high density
  friction: 0.9 // high friction
})

See

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