Variable: PhysicsShapeType
const
PhysicsShapeType:object
Defined in: packages/core/src/physics/physicsShape.ts:11
Available physics shape types for PhysicsShape.
Type Declaration
Auto
readonly
Auto:"Auto"
='Auto'
Automatically detects the best shape from the entity's Three.js geometry. The shape type mapping is SphereGeometry -> PhysicsShapeType.Sphere, BoxGeometry | PlaneGeometry -> PhysicsShapeType.Box, CylinderGeometry -> PhysicsShapeType.Cylinder, default -> PhysicsShapeType.ConvexHull, When this type is selected, the dimensions field in PhysicsShape will be overridden by the size of the Three.js geometry.
Box
readonly
Box:"Box"
='Box'
A box shape is described by the dimensions
as [width, height, depth]. Good for rectangular objects.
Capsules
readonly
Capsules:"Capsules"
='Capsules'
Capsules are similar to cylinders, but have two half-spheres on each end. A Capsules shape is defined by the radius in dimensions[0] and height in dimensions[1].
ConvexHull
readonly
ConvexHull:"ConvexHull"
='ConvexHull'
A convex is a shape that, if two points are part of the shape, then the segment between these two points is also part of the shape. The physics engine would creates a convex wrapper around the mesh. This is a great approximation for most objects since it's more accurate than primitives and much more efficient than TriMesh.
Cylinder
readonly
Cylinder:"Cylinder"
='Cylinder'
A cylinder shape is defined by the radius in dimensions[0] and height in dimensions[1].
Sphere
readonly
Sphere:"Sphere"
='Sphere'
The sphere is described by just the radius in dimensions[0]. Efficient for round objects.
TriMesh
readonly
TriMesh:"TriMesh"
='TriMesh'
Uses exact mesh geometry in the physics engine. This will give the closest match to your render geometry but may cause expensive compute load when two complex mesh shapes collide with each other. Typically used for static objects.