class PhysicsShape

in global :: Sandbox

Represents a basic, convex shape. A PhysicsBody consists of one or more of these.


public PhysicsBody Body { get; }

The physics body we belong to.

public object Collider { get; set; }

The collider object that created / owns this shape

public bool IsTrigger { get; set; }

This is a trigger (!)

public Vector3 SurfaceVelocity { get; set; }

Set the local velocity of the surface so things can slide along it, like a conveyor belt

public bool EnableSolidCollisions { get; set; }

Controls whether this shape has solid collisions.

public bool EnableTouch { get; set; }

Controls whether this shape can fire touch events for its owning entity. (Entity.StartTouch, Touch and EndTouch)

public bool EnableTouchPersists { get; set; }

Controls whether this shape can fire continuous touch events for its owning entity (i.e. calling Entity.Touch every frame)

public bool IsMeshShape { get; }

Is this a MeshShape

public bool IsHullShape { get; }

Is this a HullShape

public bool IsSphereShape { get; }

Is this a SphereShape

public bool IsCapsuleShape { get; }

Is this a CapsuleShape

public bool IsHeightfieldShape { get; }

Is this a HeightfieldShape

public Sphere Sphere { get; }

Get sphere properties if we're a sphere type

public Capsule Capsule { get; }

Get capsule properties if we're a capsule type

public string SurfaceMaterial { get; set; }

Controls physical properties of this shape.

public Surface[] Surfaces { set; }

Multiple surfaces referenced by mesh or heightfield collision.

public void Triangulate( ref Vector3[] positions, ref uint[] indices )

Triangulate this shape.

public float Friction { get; set; }

The friction value

public bool HasTag( string tag )

Does this shape have a specific tag?

public bool AddTag( string tag )

Add a tag to this shape.

public bool RemoveTag( string tag )

Remove a tag from this shape.

public Type GetType( )

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public string ToString( )

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public ITagSet Tags { get; }

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public bool ClearTags( )

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public int GetHashCode( )

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public Surface Surface { get; set; }

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public void UpdateHull( Vector3 position, Rotation rotation, Span<Vector3> points )

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public void UpdateMesh( Span<Vector3> vertices, Span<int> indices )

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public bool Equals( object obj )

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public void DisableAllCollision( )

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public void EnableAllCollision( )

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public Vector3 Scale { get; }

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public void Remove( )

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public void UpdateMesh( List<Vector3> vertices, List<int> indices )

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