Groups And Masks
In Cocos Creator 3D, some physics components (there are currently rigid body components and collider components) provide interfaces for Groups and Masks.
How does it work?
Physics elements and nodes are currently in a one-to-one relationship. The group and mask belong to the physics elements. The physics components on a single node modify the group and mask of the physics elements corresponding to the nodes.
As long as the following conditions are true, it will be detected
(GroupA & MaskB) && (GroupB & MaskA)
For example: two physical elements A
and B
.
The group value of A
is 1
and the mask value is 3
The group value of B
is 2
, and the mask value is 2
The formula (1 & 2) && (2 & 3)
is false, so here A
will not be detected with B
.
Here according to the mask value of B
is 2
, we can know that the detectable group of B
is 1
, and the group of A
is 0
, so it is not detected.
Note: The expression depends on bit operation, the bit operation of
javascript
is limited to32
bits, and the last bit is the sign bit. To avoid exceeding the operation range, it is recommended that the range of the group is[0, 31 )
.
Groups
Setting a Group Value
The following group value is 3
, and the binary value is 11
, which means it is in the 0
, 1
group (starting from 0
)
const group = (1 << 0) + (1 << 1);
Collider.setGroup(group);
Obtaining a Group Value
Use getGroup()
.
Collider.getGroup();
Adding a Group
Based on the above code, after the following code, the grouping value is 7
, and the binary value is 111
, so it means that it is in the 0
, 1
, and 2
groups.
const group = 1 << 2;
Collider.addGroup(group);
Removing a Group
Based on the above code, after the following code, the grouping value is 3
, so in the 0
, 1
group.
const group = 1 << 2;
Collider.removeGroup(group);
Note: It is recommended to fix in a group, you can use the node's
layer
property as a group.Note: The receiving parameters of the above methods are all decimal numbers. For easy understanding, binary explanation is used here. Developers can also directly input decimal numbers for group operation after they are familiar**.
Masks
Setting a Mask Value
The value of the following mask is 3
, the binary value is 11
, indicating that the detectable group is 0
, 1
.
const mask = (1 << 0) + (1 << 1);
Collider.setMask(mask);
Obtaining a Mask Value
Use getMask()
console.log(Collider.getMask());
Adding a Mask
On the basis of the above code, after the following code, a detectable group 3
was added.
const mask = 1 << 2;
Collider.addMask(mask);
Removing a Mask
The following code removes a detectable group 3
.
const mask = 1 << 2;
Collider.removeMask(mask);
Note: The addition and subtraction operation have higher priority than the shift operation. Note: Flexible use of group and mask can reduce the cost of additional detecting.
Examples
Here is a simple example of usage:
Defining a Group
Method 1: Defined in an object
export const PHY_GROUP = {
Group0: 1 << 0, // Group 0 is equivalent to giving it an alias of Group0.
Group1: 1 << 1
};
Method 2: Defined in an enum
(typescript only
)
enum PHY_GROUP {
Group0 = 1 << 0,
Group1 = 1 << 1
};
Note: You can consider to reuse the preset layers in
Layer
.
In order to be able to set up groups on the panel, you need to register the defined groups to the editor Enum(PHY_GROUP)
through the Enum
function exported by the cc
module.
Note: For historical reasons, the
Enum
function has special treatment for-1
. If you are not familiar with it, do not define an attribute with a value of-1
.
Using a Mask
The mask can be defined according to grouping, for example:
- Define a mask(
const maskForGroup1 = PHY_GROUP.Group1;
) that only detectsGroup1
- Define a mask(
const maskForGroup01 = PHY_GROUP.Group0 + PHY_GROUP.Group1;
) that can detectGroup0
andGroup1
- Define a mask(
const maskForNone = 0;
) that is not detected by all groups - Define a mask(
const maskForAll = -1;
) for all groups to detect
View Binary
By executing (value >>> 0).toString(2)
in the running environment of JavaScript, you can see the binary string representation.
Collision Matrix
The collision matrix is a further encapsulation of the packet mask configuration, which provides a more unified management and makes it easier to initialize the packet mask configuration without writing any code, and can be configured directly in the editor's project Settings.
However, it should be noted that when the collision matrix is turned on, the mask value can only be updated through the interface related to the collision matrix, and the interface related to setMask
above will be invalid.
For details, please refer to the collision matrix Settings documentation and the interface related to the collision matrix documentation.
Continue to the Raycast detection documentation.