Shape class

A shape is used for collision detection. You can create a shape however you like. Shapes used for simulation in World are created automatically when a Fixture is created. Shapes may encapsulate a one or more child shapes.



Shape(ShapeType shapeType)


radius double
read / write
shapeType ShapeType
hashCode int
The hash code for this object. [...]
read-only, inherited
runtimeType Type
A representation of the runtime type of the object.
read-only, inherited


clone() Shape
computeAABB(AABB aabb, Transform xf, int childIndex) → void
Given a transform, compute the associated axis aligned bounding box for a child shape. [...]
computeDistanceToOut(Transform xf, Vector2 p, int childIndex, Vector2 normalOut) double
Compute the distance from the current shape to the specified point. This only works for convex shapes. [...]
computeMass(MassData massData, double density) → void
Compute the mass properties of this shape using its dimensions and density. The inertia tensor is computed about the local origin. [...]
getChildCount() int
Get the number of child primitives [...]
raycast(RayCastOutput output, RayCastInput input, Transform transform, int childIndex) bool
Cast a ray against a child shape. [...]
testPoint(Transform xf, Vector2 p) bool
Test a point for containment in this shape. This only works for convex shapes. [...]
noSuchMethod(Invocation invocation) → dynamic
Invoked when a non-existent method or property is accessed. [...]
toString() String
Returns a string representation of this object.


operator ==(dynamic other) bool
The equality operator. [...]