new Body(game, sprite, x, y, mass)
The Physics Body is typically linked to a single Sprite and defines properties that determine how the physics body is simulated. These properties affect how the body reacts to forces, what forces it generates on itself (to simulate friction), and how it reacts to collisions in the scene. In most cases, the properties are used to simulate physical effects. Each body also has its own property values that determine exactly how it reacts to forces and collisions in the scene. By default a single Rectangle shape is added to the Body that matches the dimensions of the parent Sprite. See addShape, removeShape, clearShapes to add extra shapes around the Body. Note: When bound to a Sprite to avoid single-pixel jitters on mobile devices we strongly recommend using Sprite sizes that are even on both axis, i.e. 128x128 not 127x127. Note: When a game object is given a P2 body it has its anchor x/y set to 0.5, so it becomes centered.
Parameters:
| Name | Type | Argument | Default | Description |
|---|---|---|---|---|
game |
Phaser.Game | Game reference to the currently running game. |
||
sprite |
Phaser.Sprite |
<optional> |
The Sprite object this physics body belongs to. |
|
x |
number |
<optional> |
0 | The x coordinate of this Body. |
y |
number |
<optional> |
0 | The y coordinate of this Body. |
mass |
number |
<optional> |
1 | The default mass of this Body (0 = static). |
- Source:
Members
-
<static> DYNAMIC :Number
-
Dynamic body. Dynamic bodies body can move and respond to collisions and forces.
Type:
- Number
- Source:
Properties:
Name Type Description DYNAMIC -
<static> KINEMATIC :Number
-
Kinematic body. Kinematic bodies only moves according to its .velocity, and does not respond to collisions or force.
Type:
- Number
- Source:
Properties:
Name Type Description KINEMATIC -
<static> STATIC :Number
-
Static body. Static bodies do not move, and they do not respond to forces or collision.
Type:
- Number
- Source:
Properties:
Name Type Description STATIC -
allowSleep
-
- Source:
Properties:
Name Type Description allowSleepboolean -
-
angle
-
The angle of the Body in degrees from its original orientation. Values from 0 to 180 represent clockwise rotation; values from 0 to -180 represent counterclockwise rotation. Values outside this range are added to or subtracted from 360 to obtain a value within the range. For example, the statement Body.angle = 450 is the same as Body.angle = 90. If you wish to work in radians instead of degrees use the property Body.rotation instead. Working in radians is faster as it doesn't have to convert values.
- Source:
Properties:
Name Type Description anglenumber The angle of this Body in degrees.
-
angularDamping
-
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.
- Source:
Properties:
Name Type Description angularDampingnumber The angular damping acting acting on the body.
-
angularForce
-
- Source:
Properties:
Name Type Description angularForcenumber The angular force acting on the body.
-
angularVelocity
-
- Source:
Properties:
Name Type Description angularVelocitynumber The angular velocity of the body.
-
collidesWith
-
- Source:
Properties:
Name Type Description collidesWitharray Array of CollisionGroups that this Bodies shapes collide with.
-
collideWorldBounds
-
A Body can be set to collide against the World bounds automatically if this is set to true. Otherwise it will leave the World. Note that this only applies if your World has bounds! The response to the collision should be managed via CollisionMaterials. Also note that when you set this it will only effect Body shapes that already exist. If you then add further shapes to your Body after setting this it will not proactively set them to collide with the bounds.
- Source:
Properties:
Name Type Description collideWorldBoundsboolean Should the Body collide with the World bounds?
-
damping
-
Damping is specified as a value between 0 and 1, which is the proportion of velocity lost per second.
- Source:
Properties:
Name Type Description dampingnumber The linear damping acting on the body in the velocity direction.
-
<protected> data
-
- Source:
Properties:
Name Type Description datap2.Body The p2 Body data.
-
debug
-
- Source:
Properties:
Name Type Description debugboolean Enable or disable debug drawing of this body
-
debugBody
-
- Source:
Properties:
Name Type Description debugBodyPhaser.Physics.P2.BodyDebug Reference to the debug body.
-
dynamic
-
- Source:
Properties:
Name Type Description dynamicboolean Returns true if the Body is dynamic. Setting Body.dynamic to 'false' will make it static.
-
fixedRotation
-
- Source:
Properties:
Name Type Description fixedRotationboolean -
-
force
-
- Source:
Properties:
Name Type Description forcePhaser.InversePointProxy The force applied to the body.
-
game
-
- Source:
Properties:
Name Type Description gamePhaser.Game Local reference to game.
-
gravity
-
- Source:
Properties:
Name Type Description gravityPhaser.Point A locally applied gravity force to the Body. Applied directly before the world step. NOTE: Not currently implemented.
-
<readonly> id
-
- Source:
Properties:
Name Type Description idnumber The Body ID. Each Body that has been added to the World has a unique ID.
-
inertia
-
- Source:
Properties:
Name Type Description inertianumber The inertia of the body around the Z axis..
-
kinematic
-
- Source:
Properties:
Name Type Description kinematicboolean Returns true if the Body is kinematic. Setting Body.kinematic to 'false' will make it static.
-
mass
-
- Source:
Properties:
Name Type Description massnumber -
-
motionState
-
- Source:
Properties:
Name Type Description motionStatenumber The type of motion this body has. Should be one of: Body.STATIC (the body does not move), Body.DYNAMIC (body can move and respond to collisions) and Body.KINEMATIC (only moves according to its .velocity).
-
offset
-
- Source:
Properties:
Name Type Description offsetPhaser.Point The offset of the Physics Body from the Sprite x/y position.
-
onBeginContact
-
Dispatched when a first contact is created between shapes in two bodies. This event is fired during the step, so collision has already taken place. The event will be sent 4 parameters: The body it is in contact with, the shape from this body that caused the contact, the shape from the contact body and the contact equation data array.
- Source:
Properties:
Name Type Description onBeginContactPhaser.Signal -
onEndContact
-
Dispatched when contact ends between shapes in two bodies. This event is fired during the step, so collision has already taken place. The event will be sent 3 parameters: The body it is in contact with, the shape from this body that caused the contact and the shape from the contact body.
- Source:
Properties:
Name Type Description onEndContactPhaser.Signal -
removeNextStep
-
- Source:
Properties:
Name Type Description removeNextStepboolean To avoid deleting this body during a physics step, and causing all kinds of problems, set removeNextStep to true to have it removed in the next preUpdate.
-
rotation
-
The angle of the Body in radians. If you wish to work in degrees instead of radians use the Body.angle property instead. Working in radians is faster as it doesn't have to convert values.
- Source:
Properties:
Name Type Description rotationnumber The angle of this Body in radians.
-
sleepSpeedLimit
-
- Source:
Properties:
Name Type Description sleepSpeedLimitnumber .
-
sprite
-
- Source:
Properties:
Name Type Description spritePhaser.Sprite Reference to the parent Sprite.
-
static
-
- Source:
Properties:
Name Type Description staticboolean Returns true if the Body is static. Setting Body.static to 'false' will make it dynamic.
-
type
-
- Source:
Properties:
Name Type Description typenumber The type of physics system this body belongs to.
-
velocity
-
- Source:
Properties:
Name Type Description velocityPhaser.InversePointProxy The velocity of the body. Set velocity.x to a negative value to move to the left, position to the right. velocity.y negative values move up, positive move down.
-
world
-
- Source:
Properties:
Name Type Description worldPhaser.Physics.P2 Local reference to the P2 World.
-
x
-
- Source:
Properties:
Name Type Description xnumber The x coordinate of this Body.
-
y
-
- Source:
Properties:
Name Type Description ynumber The y coordinate of this Body.
Methods
-
addCapsule(length, radius, offsetX, offsetY, rotation) → {p2.Capsule}
-
Adds a Capsule shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description lengthnumber The distance between the end points in pixels.
radiusnumber Radius of the capsule in pixels.
offsetXnumber <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetYnumber <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotationnumber <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Capsule shape that was added to the Body.
- Type
- p2.Capsule
-
addCircle(radius, offsetX, offsetY, rotation) → {p2.Circle}
-
Adds a Circle shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description radiusnumber The radius of this circle (in pixels)
offsetXnumber <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetYnumber <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotationnumber <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Circle shape that was added to the Body.
- Type
- p2.Circle
-
addFixture(fixtureData) → {array}
-
Add a polygon fixture. This is used during #loadPolygon.
Parameters:
Name Type Description fixtureDatastring The data for the fixture. It contains: isSensor, filter (collision) and the actual polygon shapes.
- Source:
Returns:
An array containing the generated shapes for the given polygon.
- Type
- array
-
addLine(length, offsetX, offsetY, rotation) → {p2.Line}
-
Adds a Line shape to this Body. The line shape is along the x direction, and stretches from [-length/2, 0] to [length/2,0]. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description lengthnumber The length of this line (in pixels)
offsetXnumber <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetYnumber <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotationnumber <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Line shape that was added to the Body.
- Type
- p2.Line
-
addParticle(offsetX, offsetY, rotation) → {p2.Particle}
-
Adds a Particle shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description offsetXnumber <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetYnumber <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotationnumber <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Particle shape that was added to the Body.
- Type
- p2.Particle
-
addPhaserPolygon(key, object)
-
Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body. The shape data format is based on the custom phaser export in.
Parameters:
Name Type Description keystring The key of the Physics Data file as stored in Game.Cache.
objectstring The key of the object within the Physics data file that you wish to load the shape data from.
- Source:
-
addPlane(offsetX, offsetY, rotation) → {p2.Plane}
-
Adds a Plane shape to this Body. The plane is facing in the Y direction. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description offsetXnumber <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetYnumber <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotationnumber <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Plane shape that was added to the Body.
- Type
- p2.Plane
-
addPolygon(options, points) → {boolean}
-
Reads a polygon shape path, and assembles convex shapes from that and puts them at proper offset points. The shape must be simple and without holes. This function expects the x.y values to be given in pixels. If you want to provide them at p2 world scales then call Body.data.fromPolygon directly.
Parameters:
Name Type Description optionsobject An object containing the build options:
Properties
Name Type Argument Default Description optimalDecompboolean <optional>
false Set to true if you need optimal decomposition. Warning: very slow for polygons with more than 10 vertices.
skipSimpleCheckboolean <optional>
false Set to true if you already know that the path is not intersecting itself.
removeCollinearPointsboolean | number <optional>
false Set to a number (angle threshold value) to remove collinear points, or false to keep all points.
pointsArray.<number> | number An array of 2d vectors that form the convex or concave polygon. Either [[0,0], [0,1],...] or a flat array of numbers that will be interpreted as [x,y, x,y, ...], or the arguments passed can be flat x,y values e.g.
setPolygon(options, x,y, x,y, x,y, ...)wherexandyare numbers.- Source:
Returns:
True on success, else false.
- Type
- boolean
-
addRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle}
-
Adds a Rectangle shape to this Body. You can control the offset from the center of the body and the rotation.
Parameters:
Name Type Argument Default Description widthnumber The width of the rectangle in pixels.
heightnumber The height of the rectangle in pixels.
offsetXnumber <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetYnumber <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotationnumber <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Rectangle shape that was added to the Body.
- Type
- p2.Rectangle
-
addShape(shape, offsetX, offsetY, rotation) → {p2.Shape}
-
Add a shape to the body. You can pass a local transform when adding a shape, so that the shape gets an offset and an angle relative to the body center of mass. Will automatically update the mass properties and bounding radius.
Parameters:
Name Type Argument Default Description shapep2.Shape The shape to add to the body.
offsetXnumber <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetYnumber <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotationnumber <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The shape that was added to the body.
- Type
- p2.Shape
-
addToWorld()
-
Adds this physics body to the world.
- Source:
-
adjustCenterOfMass()
-
Moves the shape offsets so their center of mass becomes the body center of mass.
- Source:
-
applyDamping(dt)
-
Apply damping, see http://code.google.com/p/bullet/issues/detail?id=74 for details.
Parameters:
Name Type Description dtnumber Current time step.
- Source:
-
applyForce(force, worldX, worldY)
-
Apply force to a world point. This could for example be a point on the RigidBody surface. Applying force this way will add to Body.force and Body.angularForce.
Parameters:
Name Type Description forceFloat32Array | Array The force vector to add.
worldXnumber The world x point to apply the force on.
worldYnumber The world y point to apply the force on.
- Source:
-
clearCollision(clearGroup, clearMask, shape)
-
Clears the collision data from the shapes in this Body. Optionally clears Group and/or Mask.
Parameters:
Name Type Argument Default Description clearGroupboolean <optional>
true Clear the collisionGroup value from the shape/s?
clearMaskboolean <optional>
true Clear the collisionMask value from the shape/s?
shapep2.Shape <optional>
An optional Shape. If not provided the collision data will be cleared from all Shapes in this Body.
- Source:
-
clearShapes()
-
Removes all Shapes from this Body.
- Source:
-
collides(group, callback, callbackContext, shape)
-
Adds the given CollisionGroup, or array of CollisionGroups, to the list of groups that this body will collide with and updates the collision masks.
Parameters:
Name Type Argument Description groupPhaser.Physics.CollisionGroup | array The Collision Group or Array of Collision Groups that this Bodies shapes will collide with.
callbackfunction <optional>
Optional callback that will be triggered when this Body impacts with the given Group.
callbackContextobject <optional>
The context under which the callback will be called.
shapep2.Shape <optional>
An optional Shape. If not provided the collision mask will be added to all Shapes in this Body.
- Source:
-
createBodyCallback(object, callback, callbackContext)
-
Sets a callback to be fired any time a shape in this Body impacts with a shape in the given Body. The impact test is performed against body.id values. The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body. Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening. It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.
Parameters:
Name Type Description objectPhaser.Sprite | Phaser.TileSprite | Phaser.Physics.P2.Body | p2.Body The object to send impact events for.
callbackfunction The callback to fire on impact. Set to null to clear a previously set callback.
callbackContextobject The context under which the callback will fire.
- Source:
-
createGroupCallback(group, callback, callbackContext)
-
Sets a callback to be fired any time this Body impacts with the given Group. The impact test is performed against shape.collisionGroup values. The callback will be sent 4 parameters: This body, the body that impacted, the Shape in this body and the shape in the impacting body. This callback will only fire if this Body has been assigned a collision group. Note that the impact event happens after collision resolution, so it cannot be used to prevent a collision from happening. It also happens mid-step. So do not destroy a Body during this callback, instead set safeDestroy to true so it will be killed on the next preUpdate.
Parameters:
Name Type Description groupPhaser.Physics.CollisionGroup The Group to send impact events for.
callbackfunction The callback to fire on impact. Set to null to clear a previously set callback.
callbackContextobject The context under which the callback will fire.
- Source:
-
destroy()
-
Destroys this Body and all references it holds to other objects.
- Source:
-
getCollisionMask() → {number}
-
Gets the collision bitmask from the groups this body collides with.
- Source:
Returns:
The bitmask.
- Type
- number
-
loadPolygon(key, object) → {boolean}
-
Reads the shape data from a physics data file stored in the Game.Cache and adds it as a polygon to this Body.
Parameters:
Name Type Description keystring The key of the Physics Data file as stored in Game.Cache.
objectstring The key of the object within the Physics data file that you wish to load the shape data from.
- Source:
Returns:
True on success, else false.
- Type
- boolean
-
moveBackward(speed)
-
Moves the Body backwards based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speednumber The speed at which it should move backwards.
- Source:
-
moveDown(speed)
-
If this Body is dynamic then this will move it down by setting its y velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speednumber The speed at which it should move down, in pixels per second.
- Source:
-
moveForward(speed)
-
Moves the Body forwards based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speednumber The speed at which it should move forwards.
- Source:
-
moveLeft(speed)
-
If this Body is dynamic then this will move it to the left by setting its x velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speednumber The speed at which it should move to the left, in pixels per second.
- Source:
-
moveRight(speed)
-
If this Body is dynamic then this will move it to the right by setting its x velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speednumber The speed at which it should move to the right, in pixels per second.
- Source:
-
moveUp(speed)
-
If this Body is dynamic then this will move it up by setting its y velocity to the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speednumber The speed at which it should move up, in pixels per second.
- Source:
-
<protected> postUpdate()
-
Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
- Source:
-
<protected> preUpdate()
-
Internal method. This is called directly before the sprites are sent to the renderer and after the update function has finished.
- Source:
-
removeFromWorld()
-
Removes this physics body from the world.
- Source:
-
removeShape(shape) → {boolean}
-
Remove a shape from the body. Will automatically update the mass properties and bounding radius.
Parameters:
Name Type Description shapep2.Circle | p2.Rectangle | p2.Plane | p2.Line | p2.Particle The shape to remove from the body.
- Source:
Returns:
True if the shape was found and removed, else false.
- Type
- boolean
-
reset(x, y, resetDamping, resetMass)
-
Resets the Body force, velocity (linear and angular) and rotation. Optionally resets damping and mass.
Parameters:
Name Type Argument Default Description xnumber The new x position of the Body.
ynumber The new x position of the Body.
resetDampingboolean <optional>
false Resets the linear and angular damping.
resetMassboolean <optional>
false Sets the Body mass back to 1.
- Source:
-
reverse(speed)
-
Applies a force to the Body that causes it to 'thrust' backwards (in reverse), based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speednumber The speed at which it should reverse.
- Source:
-
rotateLeft(speed)
-
This will rotate the Body by the given speed to the left (counter-clockwise).
Parameters:
Name Type Description speednumber The speed at which it should rotate.
- Source:
-
rotateRight(speed)
-
This will rotate the Body by the given speed to the left (clockwise).
Parameters:
Name Type Description speednumber The speed at which it should rotate.
- Source:
-
setCircle(radius, offsetX, offsetY, rotation)
-
Clears any previously set shapes. Then creates a new Circle shape and adds it to this Body.
Parameters:
Name Type Argument Default Description radiusnumber The radius of this circle (in pixels)
offsetXnumber <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetYnumber <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotationnumber <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
-
setCollisionGroup(group, shape)
-
Sets the given CollisionGroup to be the collision group for all shapes in this Body, unless a shape is specified. This also resets the collisionMask.
Parameters:
Name Type Argument Description groupPhaser.Physics.CollisionGroup The Collision Group that this Bodies shapes will use.
shapep2.Shape <optional>
An optional Shape. If not provided the collision group will be added to all Shapes in this Body.
- Source:
-
setMaterial(material, shape)
-
Adds the given Material to all Shapes that belong to this Body. If you only wish to apply it to a specific Shape in this Body then provide that as the 2nd parameter.
Parameters:
Name Type Argument Description materialPhaser.Physics.P2.Material The Material that will be applied.
shapep2.Shape <optional>
An optional Shape. If not provided the Material will be added to all Shapes in this Body.
- Source:
-
setRectangle(width, height, offsetX, offsetY, rotation) → {p2.Rectangle}
-
Clears any previously set shapes. The creates a new Rectangle shape at the given size and offset, and adds it to this Body. If you wish to create a Rectangle to match the size of a Sprite or Image see Body.setRectangleFromSprite.
Parameters:
Name Type Argument Default Description widthnumber <optional>
16 The width of the rectangle in pixels.
heightnumber <optional>
16 The height of the rectangle in pixels.
offsetXnumber <optional>
0 Local horizontal offset of the shape relative to the body center of mass.
offsetYnumber <optional>
0 Local vertical offset of the shape relative to the body center of mass.
rotationnumber <optional>
0 Local rotation of the shape relative to the body center of mass, specified in radians.
- Source:
Returns:
The Rectangle shape that was added to the Body.
- Type
- p2.Rectangle
-
setRectangleFromSprite(sprite) → {p2.Rectangle}
-
Clears any previously set shapes. Then creates a Rectangle shape sized to match the dimensions and orientation of the Sprite given. If no Sprite is given it defaults to using the parent of this Body.
Parameters:
Name Type Argument Description spritePhaser.Sprite | Phaser.Image <optional>
The Sprite on which the Rectangle will get its dimensions.
- Source:
Returns:
The Rectangle shape that was added to the Body.
- Type
- p2.Rectangle
-
setZeroDamping()
-
Sets the Body damping and angularDamping to zero.
- Source:
-
setZeroForce()
-
Sets the force on the body to zero.
- Source:
-
setZeroRotation()
-
If this Body is dynamic then this will zero its angular velocity.
- Source:
-
setZeroVelocity()
-
If this Body is dynamic then this will zero its velocity on both axis.
- Source:
-
shapeChanged()
-
Updates the debug draw if any body shapes change.
- Source:
-
thrust(speed)
-
Applies a force to the Body that causes it to 'thrust' forwards, based on its current angle and the given speed. The speed is represented in pixels per second. So a value of 100 would move 100 pixels in 1 second (1000ms).
Parameters:
Name Type Description speednumber The speed at which it should thrust.
- Source:
-
toLocalFrame(out, worldPoint)
-
Transform a world point to local body frame.
Parameters:
Name Type Description outFloat32Array | Array The vector to store the result in.
worldPointFloat32Array | Array The input world vector.
- Source:
-
toWorldFrame(out, localPoint)
-
Transform a local point to world frame.
Parameters:
Name Type Description outArray The vector to store the result in.
localPointArray The input local vector.
- Source:
-
updateCollisionMask(shape)
-
Updates the collisionMask.
Parameters:
Name Type Argument Description shapep2.Shape <optional>
An optional Shape. If not provided the collision group will be added to all Shapes in this Body.
- Source: