Physics Components
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    Class CollideShapeResultInterface

    Index

    Properties

    axis: Vec3

    Direction to move shape 2 out of collision along the shortest path (in world space). The vector is non-normalized. You can use axis.normalize() to get the contact normal.

    depth: number

    Penetration depth (move shape 2 by this distance to resolve the collision). If CollideShapeSettings.maxSeparationDistance > 0, this number can be negative to indicate that the objects are separated by -depth. The contact points are the closest points in that case.

    entity: Entity

    Entity that the cast has detected.

    fraction: number

    This is the fraction where the shape hit the other shape:

    CenterOfMassOnHit = Start + value * (End - Start)
    
    normal: null | Vec3 = null

    Contact normal will be included only if the query options requested to calculate contact normal. Otherwise it will be null (default).

    point1: Vec3

    Contact point on the surface of shape 1 (in world space or relative to base offset).

    point2: Vec3

    Contact point on the surface of shape 2 (in world space or relative to base offset). If the penetration depth is 0, this will be the same as point1.