CastOptions
Since 0.6
Options for {@link WorldQuery.raycast} and {@link WorldQuery.shapeCast}.
Signature
export interface CastOptions {
/** Whether trigger volumes (`isTrigger` colliders) count as hits. Default true. */
triggers?: boolean
/**
* What the cast passes straight through: an entity (handle or id) or a list. A camera probe that starts
* at the player's head excludes the player, whose own capsule it would otherwise hit first. An id the
* scene does not have excludes nothing.
*/
exclude?: EntityHandle | string | (EntityHandle | string)[]
/** Every entity carrying one of these tags is passed through as well: a tag or a list. */
excludeTags?: string | string[]
/**
* Hit only colliders on these layers (names from the project's `layers`): a name or a list. The cast
* passes through everything else. Absent: every layer. The collision matrix (`ignores`) does not apply to
* a cast; only this option filters one. A name the project does not declare throws `physics.layer-unknown`.
*/
layers?: string | string[]
}
Import: import type { CastOptions } from "@argus/api"
Members
| Member | Signature | Description |
|---|---|---|
triggers | triggers?: boolean | Whether trigger volumes (isTrigger colliders) count as hits. Default true. |
exclude | exclude?: EntityHandle | string | (EntityHandle | string)[] | What the cast passes straight through: an entity (handle or id) or a list. A camera probe that starts at the player's head excludes the player, whose own capsule it would otherwise hit first. An id the scene does not have excludes nothing. |
excludeTags | excludeTags?: string | string[] | Every entity carrying one of these tags is passed through as well: a tag or a list. |
layers | layers?: string | string[] | Hit only colliders on these layers (names from the project's layers): a name or a list. The cast passes through everything else. Absent: every layer. The collision matrix (ignores) does not apply to a cast; only this option filters one. A name the project does not declare throws physics.layer-unknown. |