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dragengine:modules:dragonscript:behavior_collider

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dragengine:modules:dragonscript:behavior_collider [2026/10/09 15:41] – dragonlorddragengine:modules:dragonscript:behavior_collider [2026/10/09 15:45] (current) – dragonlord
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 ====== Element Class Properties ====== ====== Element Class Properties ======
 Element class properties have the prefix ''collider.''. Element class properties have the prefix ''collider.''.
 +
 +===== collisionFilter =====
 +
 +Set [[gamedev:collisionfiltering|collision filter]]. Filter bits are defined using a list of names mapped to collision filter bit indices using BaseGameApp.getCollisionFilterMap(). 
 +  * Full name: ''collider.collisionFilter''
 +  * Type: string. Format can be ''category:filter'' or ''category'' where category and filter can be ''bit1 bit2 ... bitN'' with bit names looked up using the collision filter map. If only category is used filter is the same.
 +  * Default Value: ''geometry:dynamic actor actorAI particle''
 +  * Example (*.deeclass) <code xml><string name='collider.collisionFilter'>geometry:dynamic actor actorAI particle trigger</string></code>
 +
 +===== enabled =====
 +Set enable collider.
 +  * Full name: ''collider.enabled''
 +  * Type: boolean
 +  * Default Value: true
 +  * Example (*.deeclass) <code xml><boolean name='collider.enabled'>false</boolean></code>
 +
 +===== localGravity =====
 +Set local gravity or ''null'' to use the world gravity.
 +  * Full name: ''collider.localGravity''
 +  * Type: 3-component float vector
 +  * Default Value: ''null''
 +  * Example (*.deeclass) <code xml><vector name='collider.localGravity' x='0' y='-0.5' z='0'/></code>
  
 ===== physicsType ===== ===== physicsType =====
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   * Example (*.deeclass) <code xml><string name='collider.physicsType'>dynamic</string></code>   * Example (*.deeclass) <code xml><string name='collider.physicsType'>dynamic</string></code>
  
-===== localGravity ===== +===== shape ===== 
-Set local gravity or ''null'' to use the world gravity. +Set shape if no component is used. 
-  * Full name: ''collider.localGravity'' +  * Full name: ''collider.shape'' 
-  * Type: 3-component float vector +  * Type: string (shape format). See "Shape List Encoding" in CodecPropertyString. 
-  * Default Value: ''null'' +  * Default Value: empty string 
-  * Example (*.deeclass) <code xml><vector name='collider.localGravity' x='0' y='-0.5' z='0'/></code>+  * Example (*.deeclass) <code xml><string name='collider.shape'>box:position,0,0.5,0:extends,2,1,0.5</string></code>
  
 ===== weight ===== ===== weight =====
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   * Restriction: At least 0   * Restriction: At least 0
   * Example (*.deeclass) <code xml><float name='collider.weight'>1.5</float></code>   * Example (*.deeclass) <code xml><float name='collider.weight'>1.5</float></code>
- 
-===== enabled ===== 
-Set enable collider. 
-  * Full name: ''collider.enabled'' 
-  * Type: boolean 
-  * Default Value: true 
-  * Example (*.deeclass) <code xml><boolean name='collider.enabled'>false</boolean></code> 
- 
-===== shape ===== 
-Set shape if no component is used. 
-  * Full name: ''collider.shape'' 
-  * Type: string (shape format). See "Shape List Encoding" in CodecPropertyString. 
-  * Default Value: empty string 
-  * Example (*.deeclass) <code xml><string name='collider.shape'>box:position,0,0.5,0:extends,2,1,0.5</string></code> 
- 
-===== collisionFilter ===== 
- 
-Set [[gamedev:collisionfiltering|collision filter]]. Filter bits are defined using a list of names mapped to collision filter bit indices using BaseGameApp.getCollisionFilterMap().  
-  * Full name: ''collider.collisionFilter'' 
-  * Type: string. Format can be ''category:filter'' or ''category'' where category and filter can be ''bit1 bit2 ... bitN'' with bit names looked up using the collision filter map. If only category is used filter is the same. 
-  * Default Value: ''geometry:dynamic actor actorAI particle'' 
-  * Example (*.deeclass) <code xml><string name='collider.collisionFilter'>geometry:dynamic actor actorAI particle trigger</string></code> 
  
 ====== Events ====== ====== Events ======
dragengine/modules/dragonscript/behavior_collider.txt · Last modified: by dragonlord