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Collision filtering

Tutorials

  • Getting Started
  • Basic sphere («Hello World» example)
  • Loops & 3D Animation
  • Groups
    • Collision filtering
  • 3D transforms
  • Usage with webpack
  • Variations
  • Modules

Core

  • App
  • Component
  • MeshComponent
  • LightComponent
  • CameraComponent
  • ModuleSystem
  • ModuleManager

Modules

  • App
    • SceneModule
    • ElementModule
    • CameraModule
    • ResizeModule
    • RenderingModule
    • PostProcessorModule
    • VirtualMouseModule
  • Controls
    • Orbit
    • First Person
  • Meshes
    • TextureModule
    • DynamicGeometryModule

Components | Meshes

  • Box
  • Cylinder
  • Dodecahedron
  • Extrude
  • Icosahedron
  • Lathe
  • Line
  • Model
  • Octahedron
  • Parametric
  • Plane
  • Polyhedron
  • Ring
  • Shape
  • Sphere
  • Tetrahedron
  • Text
  • Torus
  • Torusknot
  • Tube

Components | Lights

  • AmbientLight
  • DirectionalLight
  • HemisphereLight
  • PointLight
  • SpotLight

Components | Camera

  • PerspectiveCamera
  • OrthographicCamera
  • CubeCamera

API

  • .extend(object, ...extensions)
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Collision filtering

Suggest Edits

You may also need to specify whether specific objects should collide or not with each other. To implement it you need to specify collision group and mask.

See physics / filtering demo.

That's how you can do it with sphere:

Example

const sphere = new WHS.Sphere({
  // ...

  physics: {
    group: 1,
    mask: 2
  }
});

Updated about 6 years ago


  • Table of Contents
    • Example