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Collision filtering
These docs are for v1.2. Click to read the latest docs for v2-beta.x.

Tutorials

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

Core

  • World
  • Component
  • Element
  • MeshComponent
  • PhysicsComponent
  • SoftbodyComponent
  • LightComponent
  • CameraComponent

Components | Meshes

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

Components | Lights

  • AmbientLight
  • DirectionalLight
  • HemisphereLight
  • PointLight
  • SpotLight

Components | Camera

  • PerspectiveCamera
  • OrthographicCamera
  • CubeCamera

Components | Rendering

  • RenderingModule
    • BasicRendering
    • PostProcessor

Extras

  • Controls
    • OrbitControls
    • FirstPersonControls

API

  • .extend(object, ...extensions)
  • .loadMaterial(material)
  • .texture(url, options)
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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 less than a minute ago


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