PhysicsShapeclass

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

objectPhysicsShape
Namespace
Sandbox
Assembly
Sandbox.Engine
Declaration
public sealed class Sandbox.PhysicsShape

Methods11

Showing 11 methods

public bool AddTag(string tag)PUBLICOBSOLETE

Add a tag to this shape.

Obsolete: Use Tags

ParameterTypeDescription
tagstring
Returns:bool

public bool ClearTags()PUBLICOBSOLETE

Clear all tags from this shape.

Obsolete: Use Tags

Returns:bool

public void DisableAllCollision()PUBLIC

Disable contact, trace and touch

Returns:void

public void EnableAllCollision()PUBLIC

Enable contact, trace and touch

Returns:void

public bool HasTag(string tag)PUBLICOBSOLETE

Does this shape have a specific tag?

Obsolete: Use Tags

ParameterTypeDescription
tagstring
Returns:bool

public void Remove()PUBLIC

Remove this shape. After calling this the shape should be considered released and not used again.

Returns:void

public bool RemoveTag(string tag)PUBLICOBSOLETE

Remove a tag from this shape.

Obsolete: Use Tags

ParameterTypeDescription
tagstring
Returns:bool

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

Triangulate this shape.

ParameterTypeDescription
positionsVector3[]
indicesuint[]
Returns:void

Properties20

Showing 20 properties

public bool Sandbox.PhysicsShape.EnableSolidCollisions { get; set; }PUBLICGETSET

Controls whether this shape has solid collisions.

Returns:bool

public bool Sandbox.PhysicsShape.EnableTouch { get; set; }PUBLICGETSET

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

Returns:bool

public bool Sandbox.PhysicsShape.EnableTouchPersists { get; set; }PUBLICGETSET

Controls whether this shape can fire continuous touch events for its owning entity (i.e. calling Entity.Touch every frame). Persist events are only sent while the contact is awake, sleeping contacts don't emit them.

Returns:bool

public float Sandbox.PhysicsShape.Friction { get; set; }PUBLICGETSET

The friction value

Returns:float

public bool Sandbox.PhysicsShape.IsCapsuleShape { get; set; }PUBLICGETSET

Is this a CapsuleShape

Returns:bool

public bool Sandbox.PhysicsShape.IsHeightfieldShape { get; set; }PUBLICGETSET

Is this a HeightfieldShape

Returns:bool

public bool Sandbox.PhysicsShape.IsHullShape { get; set; }PUBLICGETSET

Is this a HullShape

Returns:bool

public bool Sandbox.PhysicsShape.IsMeshShape { get; set; }PUBLICGETSET

Is this a MeshShape

Returns:bool

public bool Sandbox.PhysicsShape.IsSphereShape { get; set; }PUBLICGETSET

Is this a SphereShape

Returns:bool

public bool Sandbox.PhysicsShape.IsTrigger { get; set; }PUBLICGETSET

This is a trigger (!)

Returns:bool

public Vector3 Sandbox.PhysicsShape.Scale { get; set; }PUBLICGETSETOBSOLETE

Obsolete: This API member is obsolete.

Returns:Vector3

public string Sandbox.PhysicsShape.SurfaceMaterial { get; set; }PUBLICGETSET

Controls physical properties of this shape.

Returns:string

public Sandbox.Surface[] Sandbox.PhysicsShape.Surfaces { get; set; }PUBLICGETSET

Multiple surfaces referenced by mesh or heightfield collision.

Returns:Surface[]

public Vector3 Sandbox.PhysicsShape.SurfaceVelocity { get; set; }PUBLICGETSET

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

Returns:Vector3

On this page

Methodspublic System.Boolean AddTag(System.String tag)public System.Boolean ClearTags()public System.Void DisableAllCollision()public System.Void EnableAllCollision()public System.Boolean HasTag(System.String tag)public System.Void Remove()public System.Boolean RemoveTag(System.String tag)public System.Void Triangulate(Vector3[] positions, System.UInt32[] indices)public System.Void UpdateHull(Vector3 position, Rotation rotation, System.Span`1<Vector3> points)public System.Void UpdateMesh(System.Collections.Generic.List`1<Vector3> vertices, System.Collections.Generic.List`1<System.Int32> indices)public System.Void UpdateMesh(System.Span`1<Vector3> vertices, System.Span`1<System.Int32> indices)Propertiespublic Sandbox.PhysicsBody Sandbox.PhysicsShape.Body { get; set; }public Capsule Sandbox.PhysicsShape.Capsule { get; set; }public Sandbox.Collider Sandbox.PhysicsShape.Collider { get; set; }public System.Boolean Sandbox.PhysicsShape.EnableSolidCollisions { get; set; }public System.Boolean Sandbox.PhysicsShape.EnableTouch { get; set; }public System.Boolean Sandbox.PhysicsShape.EnableTouchPersists { get; set; }public System.Single Sandbox.PhysicsShape.Friction { get; set; }public System.Boolean Sandbox.PhysicsShape.IsCapsuleShape { get; set; }public System.Boolean Sandbox.PhysicsShape.IsHeightfieldShape { get; set; }public System.Boolean Sandbox.PhysicsShape.IsHullShape { get; set; }public System.Boolean Sandbox.PhysicsShape.IsMeshShape { get; set; }public System.Boolean Sandbox.PhysicsShape.IsSphereShape { get; set; }public System.Boolean Sandbox.PhysicsShape.IsTrigger { get; set; }public Vector3 Sandbox.PhysicsShape.Scale { get; set; }public Sandbox.Sphere Sandbox.PhysicsShape.Sphere { get; set; }public Sandbox.Surface Sandbox.PhysicsShape.Surface { get; set; }public System.String Sandbox.PhysicsShape.SurfaceMaterial { get; set; }public Sandbox.Surface[] Sandbox.PhysicsShape.Surfaces { get; set; }public Vector3 Sandbox.PhysicsShape.SurfaceVelocity { get; set; }public Sandbox.ITagSet Sandbox.PhysicsShape.Tags { get; set; }Metadata