As your physic simulation become more and more complex you will have to deal with many PhysicObject. Some will be created and destroyed dynamically, others will need to ability to only collide with a subset of existing physic objects. When using collision layers you can; not only consolidate multiple physic objects together but also create collision rules between each layers.
See Also
Name | Description |
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cap | Bit flag used to create collision mask and identify the CollisionLayer within the World. |
data | Reference to the parent World the CollisionLayer is connected to. |
uid | Unique id to internally identify the CollisionLayer. |
Name | Description |
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name | A unique name to identify the CollisionLayer within its parent World. |
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