PhysicsShapeclass
Represents a basic, convex shape. A PhysicsBody consists of one or more of these.
Methods11
Showing 11 methods
public bool AddTag(string tag)
Add a tag to this shape.
Obsolete: Use Tags
| Parameter | Type | Description |
|---|---|---|
| tag | string | — |
bool—public bool ClearTags()
Clear all tags from this shape.
Obsolete: Use Tags
bool—public void DisableAllCollision()
Disable contact, trace and touch
void—public void EnableAllCollision()
Enable contact, trace and touch
void—public bool HasTag(string tag)
Does this shape have a specific tag?
Obsolete: Use Tags
| Parameter | Type | Description |
|---|---|---|
| tag | string | — |
bool—public void Remove()
Remove this shape. After calling this the shape should be considered released and not used again.
void—public bool RemoveTag(string tag)
Remove a tag from this shape.
Obsolete: Use Tags
| Parameter | Type | Description |
|---|---|---|
| tag | string | — |
bool—public void Triangulate(Vector3[] positions, uint[] indices)
Triangulate this shape.
| Parameter | Type | Description |
|---|---|---|
| positions | Vector3[] | — |
| indices | uint[] | — |
void—public void UpdateHull(Vector3 position, Rotation rotation, System.Span`1<Vector3> points)
| Parameter | Type | Description |
|---|---|---|
| position | Vector3 | — |
| rotation | Rotation | — |
| points | Span<Vector3> | — |
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Properties20
Showing 20 properties
public Sandbox.PhysicsBody Sandbox.PhysicsShape.Body { get; set; }
The physics body we belong to.
public Capsule Sandbox.PhysicsShape.Capsule { get; set; }
Get capsule properties if we're a capsule type
public Sandbox.Collider Sandbox.PhysicsShape.Collider { get; set; }
The collider object that created / owns this shape
public bool Sandbox.PhysicsShape.EnableSolidCollisions { get; set; }
Controls whether this shape has solid collisions.
bool—public bool Sandbox.PhysicsShape.EnableTouch { get; set; }
Controls whether this shape can fire touch events for its owning entity. (Entity.StartTouch, Touch and EndTouch)
bool—public bool Sandbox.PhysicsShape.EnableTouchPersists { get; set; }
Controls whether this shape can fire continuous touch events for its owning entity (i.e. calling Entity.Touch every frame)
bool—public float Sandbox.PhysicsShape.Friction { get; set; }
The friction value
float—public bool Sandbox.PhysicsShape.IsCapsuleShape { get; set; }
Is this a CapsuleShape
bool—public bool Sandbox.PhysicsShape.IsHeightfieldShape { get; set; }
Is this a HeightfieldShape
bool—public bool Sandbox.PhysicsShape.IsHullShape { get; set; }
Is this a HullShape
bool—public bool Sandbox.PhysicsShape.IsMeshShape { get; set; }
Is this a MeshShape
bool—public bool Sandbox.PhysicsShape.IsSphereShape { get; set; }
Is this a SphereShape
bool—public bool Sandbox.PhysicsShape.IsTrigger { get; set; }
This is a trigger (!)
bool—public Vector3 Sandbox.PhysicsShape.Scale { get; set; }
Obsolete: This API member is obsolete.
public Sandbox.Sphere Sandbox.PhysicsShape.Sphere { get; set; }
Get sphere properties if we're a sphere type
public Sandbox.Surface Sandbox.PhysicsShape.Surface { get; set; }
public string Sandbox.PhysicsShape.SurfaceMaterial { get; set; }
Controls physical properties of this shape.
string—public Sandbox.Surface[] Sandbox.PhysicsShape.Surfaces { get; set; }
Multiple surfaces referenced by mesh or heightfield collision.
public Vector3 Sandbox.PhysicsShape.SurfaceVelocity { get; set; }
Set the local velocity of the surface so things can slide along it, like a conveyor belt
public Sandbox.ITagSet Sandbox.PhysicsShape.Tags { get; set; }
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