<!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8"> <title>src/shapes/Plane.js - cannon</title> <link rel="stylesheet" href="http://yui.yahooapis.com/3.9.1/build/cssgrids/cssgrids-min.css"> <link rel="stylesheet" href="../assets/vendor/prettify/prettify-min.css"> <link rel="stylesheet" href="../assets/css/main.css" id="site_styles"> <link rel="icon" href="../assets/favicon.ico"> <script src="http://yui.yahooapis.com/combo?3.9.1/build/yui/yui-min.js"></script> </head> <body class="yui3-skin-sam"> <div id="doc"> <div id="hd" class="yui3-g header"> <div class="yui3-u-3-4"> <h1><img src="../assets/css/logo.png" title="cannon" width="117" height="52"></h1> </div> <div class="yui3-u-1-4 version"> <em>API Docs for: 0.6.1</em> </div> </div> <div id="bd" class="yui3-g"> <div class="yui3-u-1-4"> <div id="docs-sidebar" class="sidebar apidocs"> <div id="api-list"> <h2 class="off-left">APIs</h2> <div id="api-tabview" class="tabview"> <ul class="tabs"> <li><a 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The plane has its surface at z=0 and everything below z=0 is assumed to be solid plane. To make the plane face in some other direction than z, you must put it inside a RigidBody and rotate that body. See the demos. * @class Plane * @constructor * @extends Shape * @author schteppe */ function Plane(){ Shape.call(this); this.type = Shape.types.PLANE; // World oriented normal this.worldNormal = new Vec3(); this.worldNormalNeedsUpdate = true; this.boundingSphereRadius = Number.MAX_VALUE; } Plane.prototype = new Shape(); Plane.prototype.constructor = Plane; Plane.prototype.computeWorldNormal = function(quat){ var n = this.worldNormal; n.set(0,0,1); quat.vmult(n,n); this.worldNormalNeedsUpdate = false; }; Plane.prototype.calculateLocalInertia = function(mass,target){ target = target || new Vec3(); return target; }; Plane.prototype.volume = function(){ return Number.MAX_VALUE; // The plane is infinite... }; var tempNormal = new Vec3(); Plane.prototype.calculateWorldAABB = function(pos, quat, min, max){ // The plane AABB is infinite, except if the normal is pointing along any axis tempNormal.set(0,0,1); // Default plane normal is z quat.vmult(tempNormal,tempNormal); var maxVal = Number.MAX_VALUE; min.set(-maxVal, -maxVal, -maxVal); max.set(maxVal, maxVal, maxVal); if(tempNormal.x === 1){ max.x = pos.x; } if(tempNormal.y === 1){ max.y = pos.y; } if(tempNormal.z === 1){ max.z = pos.z; } if(tempNormal.x === -1){ min.x = pos.x; } if(tempNormal.y === -1){ min.y = pos.y; } if(tempNormal.z === -1){ min.z = pos.z; } }; Plane.prototype.updateBoundingSphereRadius = function(){ this.boundingSphereRadius = Number.MAX_VALUE; }; </pre> </div> </div> </div> </div> </div> </div> </div> <script src="../assets/vendor/prettify/prettify-min.js"></script> <script>prettyPrint();</script> <script src="../assets/js/yui-prettify.js"></script> <script src="../assets/../api.js"></script> <script src="../assets/js/api-filter.js"></script> <script src="../assets/js/api-list.js"></script> <script src="../assets/js/api-search.js"></script> <script src="../assets/js/apidocs.js"></script> </body> </html>