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@modoki/engine / index / shapeCast2D

Function: shapeCast2D() ​

shapeCast2D(world, ox, oy, dx, dy, radius, opts?): { distance: number; entityId: number; nx: number; ny: number; x: number; y: number; } | null

Sweep a circle of radius (world units) from (ox,oy) along (dx,dy) and return the first collider it would hit — the "would this fit if I move it here" query. Like raycast2D but with thickness. maxDistance in world units. NOTE: x,y is the swept circle's CENTER at impact (not the surface contact point, as raycast2D returns) — pair it with radius + nx,ny if you need the contact.

Parameters ​

world ​

World

ox ​

number

oy ​

number

dx ​

number

dy ​

number

radius ​

number

opts? ​

maxDistance? ​

number

Returns ​

Type Literal ​

{ distance: number; entityId: number; nx: number; ny: number; x: number; y: number; }

Physics ​

distance ​

distance: number

entityId ​

entityId: number

nx ​

nx: number

ny ​

ny: number

x ​

x: number

y ​

y: number


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