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    Type Alias CollideShapeHit

    type CollideShapeHit = {
        bodyIdB: number;
        faceA: Face;
        faceB: Face;
        materialIdA: number;
        materialIdB: number;
        penetration: number;
        penetrationAxis: Vec3;
        pointA: Vec3;
        pointB: Vec3;
        subShapeIdA: number;
        subShapeIdB: number;
    }
    Index

    Properties

    bodyIdB: number

    the body id for body B

    faceA: Face

    supporting face on shape A (world space, flat array of vertices)

    faceB: Face

    supporting face on shape B (world space, flat array of vertices)

    materialIdA: number

    material id of sub-shape A

    materialIdB: number

    material id of sub-shape B

    penetration: number

    penetration depth (positive = overlapping, can be negative if maxSeparationDistance > 0)

    penetrationAxis: Vec3

    penetration axis: direction to move shape B out of collision along shortest path, magnitude is meaningless, in world space

    pointA: Vec3

    contact position on body A (world space)

    pointB: Vec3

    contact position on body B (world space)

    subShapeIdA: number

    sub shape id of shape A, EMPTY_SUB_SHAPE_ID if not a compound shape

    subShapeIdB: number

    sub shape id of shape B, EMPTY_SUB_SHAPE_ID if not a compound shape