Class: MeshColliderShape
Defined in: src/components/shape/MeshColliderShape.ts:15
Mesh collision body
Extends
Constructors
Constructor
new MeshColliderShape():
MeshColliderShape
Defined in: src/components/shape/MeshColliderShape.ts:49
Returns
MeshColliderShape
Overrides
Properties
mesh
mesh:
GeometryBase
Defined in: src/components/shape/MeshColliderShape.ts:20
Geometry to pick against. When left unset, ColliderComponent uses the geometry of the MeshRenderer on the same object.
backfaceCulling
backfaceCulling:
boolean=false
Defined in: src/components/shape/MeshColliderShape.ts:23
Skip triangles whose front face points away from the ray.
useBVH
useBVH:
RaycastBVHMode='always'
Defined in: src/components/shape/MeshColliderShape.ts:31
When to use the geometry's MeshBVH. Default 'always': the tree is built on the first pick and cached per geometry. Use 'auto' to only use a tree built elsewhere (MeshBVH.build), 'never' to always test every triangle.
maxDistance
maxDistance:
number=Infinity
Defined in: src/components/shape/MeshColliderShape.ts:34
Ignore hits farther than this (world units).
renderer
renderer:
MeshRenderer=null
Defined in: src/components/shape/MeshColliderShape.ts:41
Renderer drawing mesh, set automatically by ColliderComponent from the same object. When it skins or morphs the mesh, picks follow the deformed surface (see deformation).
deformation
deformation:
RaycastDeformation='cpu'
Defined in: src/components/shape/MeshColliderShape.ts:44
How a skinned / morphed renderer is picked. Default 'cpu': as drawn.
Accessors
shapeType
Get Signature
get shapeType():
ColliderShapeType
Defined in: src/components/shape/ColliderShape.ts:73
Returns
Inherited from
center
Get Signature
get center():
Vector3
Defined in: src/components/shape/ColliderShape.ts:92
The position of the collision object in the local space of the object.
Returns
Set Signature
set center(
value):void
Defined in: src/components/shape/ColliderShape.ts:96
Parameters
value
Returns
void
Inherited from
size
Get Signature
get size():
Vector3
Defined in: src/components/shape/ColliderShape.ts:105
The size of the collision body in the X, Y, and Z directions.
Returns
Vector3
Set Signature
set size(
value):void
Defined in: src/components/shape/ColliderShape.ts:109
Parameters
value
Returns
void
Inherited from
halfSize
Get Signature
get halfSize():
Vector3
Defined in: src/components/shape/ColliderShape.ts:117
Half the size of the collision body.
Returns
Inherited from
Methods
setFromCenterAndSize()
setFromCenterAndSize(
ct?,sz?):this
Defined in: src/components/shape/ColliderShape.ts:83
Set the position and size of collision objects
Parameters
ct?
The position of the collision object in the local space of the object.
sz?
The size of the collision body in the X, Y, and Z directions.
Returns
this
Inherited from
ColliderShape.setFromCenterAndSize
transformNormal()
statictransformNormal(invMatrix,n,out):Vector3
Defined in: src/components/shape/ColliderShape.ts:158
Transform a local-space normal to world space with the inverse transpose of the local → world matrix. See MeshRaycast.transformNormal.
Parameters
invMatrix
n
out
Returns
Inherited from
rayPick()
rayPick(
ray,fromMatrix):HitInfo
Defined in: src/components/shape/MeshColliderShape.ts:62
Closest triangle hit along ray (world space), or null. With the default useBVH the cost is O(log n) triangles. distance, intersectPoint, normal (interpolated vertex normal, face normal when the geometry has none) and faceNormal are world space; the result also carries localPoint, faceIndex, barycentric, uv, uv1, subGeometryIndex and frontFace.

