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Brass Engine - v0.17.0dev
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Brass Engine - v0.17.0dev
physics/rayBody
RayBody
Class RayBody
Hierarchy
BodyAbstract
RayBody
Index
Constructors
constructor
Properties
alive
data
id
mask
position
velocity
width
Accessors
angle
angular
Velocity
collides
With
collision
Category
ghost
static
Methods
add
Sensor
apply
Force
cast
cast
Over
Time
collision
Category
To
Index
collision
Index
To
Category
kill
remove
remove
Sensor
rotate
set
Collides
With
trigger
Sensors
validate
Collision
Index
validate
Collision
Mask
Constructors
constructor
new
Ray
Body
(
x
:
number
, y
:
number
, width
?:
number
, options
?:
{
mask
?:
number
;
velocity
?:
Vertex2
}
)
:
RayBody
Parameters
x:
number
y:
number
width:
number
= 0.1
options:
{
mask
?:
number
;
velocity
?:
Vertex2
}
= {}
Optional
mask
?:
number
Optional
velocity
?:
Vertex2
Returns
RayBody
Properties
alive
alive
:
boolean
= true
data
data
:
unknown
= null
Private
id
id
:
symbol
= ...
Private
mask
mask
:
CollisionFilterMask
position
position
:
Vector2
velocity
velocity
:
Vector2
Private
width
width
:
number
Accessors
angle
get
angle
(
)
:
number
set
angle
(
_
:
number
)
:
void
Returns
number
Parameters
_:
number
Returns
void
angular
Velocity
get
angularVelocity
(
)
:
number
set
angularVelocity
(
_
:
number
)
:
void
Returns
number
Parameters
_:
number
Returns
void
collides
With
set
collidesWith
(
category
:
number
|
number
[]
|
"everything"
|
"nothing"
)
:
void
Parameters
category:
number
|
number
[]
|
"everything"
|
"nothing"
Returns
void
collision
Category
set
collisionCategory
(
_
:
number
)
:
void
Parameters
_:
number
Returns
void
ghost
get
ghost
(
)
:
boolean
set
ghost
(
isGhost
:
boolean
)
:
void
Returns
boolean
Parameters
isGhost:
boolean
Returns
void
static
get
static
(
)
:
boolean
set
static
(
isStatic
:
boolean
)
:
void
Returns
boolean
Parameters
isStatic:
boolean
Returns
void
Methods
add
Sensor
add
Sensor
(
callback
:
CollisionCallback
)
:
RayBody
Parameters
callback:
CollisionCallback
Returns
RayBody
apply
Force
apply
Force
(
)
:
never
Returns
never
cast
cast
(
_displacement
:
Vector2
, steps
?:
number
)
:
{
body
:
null
|
MaterialBodyAbstract
;
dist
:
number
;
point
:
Vector2
}
Parameters
_displacement:
Vector2
steps:
number
= 20
Returns
{
body
:
null
|
MaterialBodyAbstract
;
dist
:
number
;
point
:
Vector2
}
body
:
null
|
MaterialBodyAbstract
dist
:
number
point
:
Vector2
cast
Over
Time
cast
Over
Time
(
delta
:
number
, steps
?:
number
)
:
{
body
:
null
|
MaterialBodyAbstract
;
dist
:
number
;
point
:
Vector2
}
Parameters
delta:
number
Optional
steps:
number
Returns
{
body
:
null
|
MaterialBodyAbstract
;
dist
:
number
;
point
:
Vector2
}
body
:
null
|
MaterialBodyAbstract
dist
:
number
point
:
Vector2
Protected
collision
Category
To
Index
collision
Category
To
Index
(
category
:
number
)
:
CollisionFilterIndex
Parameters
category:
number
Returns
CollisionFilterIndex
Protected
collision
Index
To
Category
collision
Index
To
Category
(
index
:
number
)
:
CollisionFilterCategory
Parameters
index:
number
Returns
CollisionFilterCategory
kill
kill
(
)
:
void
Returns
void
Protected
remove
remove
(
)
:
void
Returns
void
remove
Sensor
remove
Sensor
(
callback
:
CollisionCallback
)
:
RayBody
Parameters
callback:
CollisionCallback
Returns
RayBody
rotate
rotate
(
)
:
never
Returns
never
Private
set
Collides
With
set
Collides
With
(
category
:
number
)
:
RayBody
Parameters
category:
number
Returns
RayBody
trigger
Sensors
trigger
Sensors
(
collision
:
Collision
)
:
RayBody
Parameters
collision:
Collision
Returns
RayBody
Protected
validate
Collision
Index
validate
Collision
Index
(
index
:
number
)
:
CollisionFilterCategory
Parameters
index:
number
Returns
CollisionFilterCategory
Protected
validate
Collision
Mask
validate
Collision
Mask
(
mask
:
number
)
:
CollisionFilterMask
Parameters
mask:
number
Returns
CollisionFilterMask
Modules
camera/camera
camera/classic
Viewpoint
camera/viewpoint
camera/viewpoint
Abstract
common/color
common/dynamic
Array
common/fast
Graphics
common/heap
common/pool
common/runtime
Checking
common/types
core/core
core/sketch
core/time
effects/effects
effects/particle
effects/velocity
Particle
input
Mapper
layers/
Layer
Abstract
layers/canvas
Layers
layers/draw
Buffer
layers/draw
Target
layers/handle
Regl
layers/layers
layers/p5
Layers
lighting/lighter
Abstract
lighting/p5
Matter
Lighter
loader
main
pathfinder/
Path
Situation
Type
pathfinder/a
Star
Pathfinder
pathfinder/path
Agent
pathfinder/pathfinder
pathfinder/pathfinder
Abstract
physics/body
Abstract
physics/circle
Body
physics/grid
Body
physics/material
Body
Abstract
physics/physics
physics/poly
Body
physics/ray
Body
physics/rect
Body
tilemap/p5
Tilemap
tilemap/tilemap
tilemap/tilemap
Abstract
ui/legacyUI
vector
vector/vector2
Ray
Body
constructor
alive
data
id
mask
position
velocity
width
angle
angular
Velocity
collides
With
collision
Category
ghost
static
add
Sensor
apply
Force
cast
cast
Over
Time
collision
Category
To
Index
collision
Index
To
Category
kill
remove
remove
Sensor
rotate
set
Collides
With
trigger
Sensors
validate
Collision
Index
validate
Collision
Mask
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