CollisionGroup
Categorizes entities into distinct bitmask-based groups for collision filtering.
A CollisionGroup is represented by a 32-bit unsigned integer where each bit can be treated as a separate collision category. This is used in conjunction with CollisionFilter to determine which entities should interact physically.
Usage Example:
// Define unique categories using bit shifting
val CATEGORY_FLOOR = 1u shl 0 // 0x0001
val CATEGORY_PLAYER = 1u shl 1 // 0x0002
val CATEGORY_PROJECTILE = 1u shl 2 // 0x0004
// Create a group for a specific category
val playerGroup = CollisionGroup(CATEGORY_PLAYER)
// Entities can belong to multiple categories by combining them
val playerAndProjectile = CollisionGroup(CATEGORY_PLAYER or CATEGORY_PROJECTILE)Content copied to clipboard
Note: The collision detection system operates with a precision of 0.001 meters (1 millimeter). When the distance between the surfaces of two colliders is less than this threshold, the colliders are considered to be in contact.
Types
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object Companion
The companion object of CollisionGroup.
Properties
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The bitmask value of the collision group. Defaults to COLLISION_GROUP_DEFAULT.