Variable: PhysicsShapeType 
constPhysicsShapeType:object
Defined in: packages/core/src/physics/physicsShape.ts:11
Available physics shape types for PhysicsShape.
Type Declaration 
Auto 
readonlyAuto:"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 
readonlyBox:"Box"='Box'
A box shape is described by the dimensions as [width, height, depth]. Good for rectangular objects.
Capsules 
readonlyCapsules:"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 
readonlyConvexHull:"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 
readonlyCylinder:"Cylinder"='Cylinder'
A cylinder shape is defined by the radius in dimensions[0] and height in dimensions[1].
Sphere 
readonlySphere:"Sphere"='Sphere'
The sphere is described by just the radius in dimensions[0]. Efficient for round objects.
TriMesh 
readonlyTriMesh:"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.