@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
null