planck
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2D JavaScript/TypeScript physics engine for cross-platform HTML5 game development
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# Class: `abstract` Shape
A shape is used for collision detection. You can create a shape however you
like. Shapes used for simulation in World are created automatically when a
Fixture is created. Shapes may encapsulate one or more child shapes.
## Extended by
- [`CircleShape`](/api/classes/CircleShape)
- [`EdgeShape`](/api/classes/EdgeShape)
- [`PolygonShape`](/api/classes/PolygonShape)
- [`ChainShape`](/api/classes/ChainShape)
## Constructors
### new Shape()
> **new Shape**(): [`Shape`](/api/classes/Shape)
#### Returns
[`Shape`](/api/classes/Shape)
## Properties
### style
> **style**: [`Style`](/api/interfaces/Style) = `{}`
Styling for dev-tools.
## Methods
### computeAABB()
> `abstract` **computeAABB**(`aabb`, `xf`, `childIndex`): `void`
Given a transform, compute the associated axis aligned bounding box for a
child shape.
#### Parameters
• **aabb**: [`AABBValue`](/api/interfaces/AABBValue)
Returns the axis aligned box.
• **xf**: [`TransformValue`](/api/type-aliases/TransformValue)
The world transform of the shape.
• **childIndex**: `number`
The child shape
#### Returns
`void`
***
### computeDistanceProxy()
> `abstract` **computeDistanceProxy**(`proxy`, `childIndex`): `void`
#### Parameters
• **proxy**: [`DistanceProxy`](/api/classes/DistanceProxy)
• **childIndex**: `number`
#### Returns
`void`
***
### computeMass()
> `abstract` **computeMass**(`massData`, `density`?): `void`
Compute the mass properties of this shape using its dimensions and density.
The inertia tensor is computed about the local origin.
#### Parameters
• **massData**: [`MassData`](/api/interfaces/MassData)
Returns the mass data for this shape.
• **density?**: `number`
The density in kilograms per meter squared.
#### Returns
`void`
***
### getChildCount()
> `abstract` **getChildCount**(): `number`
Get the number of child primitives.
#### Returns
`number`
***
### getRadius()
> `abstract` **getRadius**(): `number`
#### Returns
`number`
***
### getType()
> `abstract` **getType**(): [`ShapeType`](/api/type-aliases/ShapeType)
Get the type of this shape. You can use this to down cast to the concrete
shape.
#### Returns
[`ShapeType`](/api/type-aliases/ShapeType)
the shape type.
***
### rayCast()
> `abstract` **rayCast**(`output`, `input`, `xf`, `childIndex`): `boolean`
Cast a ray against a child shape.
#### Parameters
• **output**: [`RayCastOutput`](/api/interfaces/RayCastOutput)
The ray-cast results.
• **input**: [`RayCastInput`](/api/interfaces/RayCastInput)
The ray-cast input parameters.
• **xf**: [`Transform`](/api/classes/Transform)
The transform to be applied to the shape.
• **childIndex**: `number`
The child shape index
#### Returns
`boolean`
***
### testPoint()
> `abstract` **testPoint**(`xf`, `p`): `boolean`
Test a point for containment in this shape. This only works for convex
shapes.
#### Parameters
• **xf**: [`TransformValue`](/api/type-aliases/TransformValue)
The shape world transform.
• **p**: [`Vec2Value`](/api/interfaces/Vec2Value)
A point in world coordinates.
#### Returns
`boolean`
***
### isValid()
> `static` **isValid**(`obj`): `boolean`
#### Parameters
• **obj**: `any`
#### Returns
`boolean`