A collision volume. Use this in conjunction with a RigidBodyComponent to make a collision volume that can be simulated using the physics engine.
If the Entity does not have a RigidBodyComponent then this collision volume will act as a trigger volume. When an entity with a dynamic or kinematic body enters or leaves an entity with a trigger volume, both entities will receive trigger events.
The following table shows all the events that can be fired between two Entities:
| Rigid Body | Rigid Body (Static) | Rigid Body (Dynamic or Kinematic) | Trigger Volume | ||
|---|---|---|---|---|---|
| Rigid Body (Static) |
| ||||
| Rigid Body (Dynamic or Kinematic) |
|
|
| ||
| Trigger Volume |
|
entity: Entity
The Entity that this Component is attached to.
Component.entity
system: ComponentSystem
The ComponentSystem used to create this Component.
Component.system
get angularOffset(): Quat
Gets the rotational offset of the collision shape from the Entity rotation in local space.
set angularOffset(arg: Quat): void
Sets the rotational offset of the collision shape from the Entity rotation in local space. Defaults to identity.
void
get asset(): null | number | Asset
Gets the asset or asset id for the model of the mesh collision volume.
null | number | Asset
set asset(arg: null | number | Asset): void
Sets the asset or asset id for the model of the mesh collision volume. Defaults to null.
null | number | Asset
void
get axis(): number
Gets the local space axis with which the capsule, cylinder or cone-shaped collision volume's length is aligned.
number
set axis(arg: number): void
Sets the local space axis with which the capsule, cylinder or cone-shaped collision volume's length is aligned. 0 for X, 1 for Y and 2 for Z. Defaults to 1 (Y-axis).
number
void
get checkVertexDuplicates(): boolean
Gets whether checking for duplicate vertices should be enabled when creating collision meshes.
boolean
set checkVertexDuplicates(arg: boolean): void
Sets whether checking for duplicate vertices should be enabled when creating collision meshes.
boolean
void
get convexHull(): boolean
Gets whether the collision mesh should be treated as a convex hull.
boolean
set convexHull(arg: boolean): void
Sets whether the collision mesh should be treated as a convex hull. When false, the mesh can
only be used with a static body. When true, the mesh can be used with a static, dynamic or
kinematic body. Defaults to false.
boolean
void
get enabled(): boolean
Gets the enabled state of the component.
boolean
set enabled(arg: boolean): void
Sets the enabled state of the component.
boolean
void
Component.enabled
get halfExtents(): Vec3
Gets the half-extents of the box-shaped collision volume in the x, y and z axes.
set halfExtents(arg: Vec3): void
Sets the half-extents of the box-shaped collision volume in the x, y and z axes. Defaults to
[0.5, 0.5, 0.5].
void
get height(): number
Gets the total height of the capsule, cylinder or cone-shaped collision volume from tip to tip.
number
set height(arg: number): void
Sets the total height of the capsule, cylinder or cone-shaped collision volume from tip to tip. Defaults to 2.
number
void
get linearOffset(): Vec3
Gets the positional offset of the collision shape from the Entity position along the local axes.
set linearOffset(arg: Vec3): void
Sets the positional offset of the collision shape from the Entity position along the local
axes. Defaults to [0, 0, 0].
void
get model(): null | Model
Gets the model that is added to the scene graph for the mesh collision volume.
null | Model
set model(arg: null | Model): void
Sets the model that is added to the scene graph for the mesh collision volume.
null | Model
void
get radius(): number
Gets the radius of the sphere, capsule, cylinder or cone-shaped collision volumes.
number
set radius(arg: number): void
Sets the radius of the sphere, capsule, cylinder or cone-shaped collision volumes. Defaults to 0.5.
number
void
get renderAsset(): null | number | Asset
Gets the render asset id of the mesh collision volume.
null | number | Asset
set renderAsset(arg: null | number | Asset): void
Sets the render asset or asset id of the mesh collision volume. Defaults to null. If not set then the asset property will be checked instead.
null | number | Asset
void
get type(): string
Gets the type of the collision volume.
string
set type(arg: string): void
Sets the type of the collision volume. Can be:
Defaults to "box".
string
void
fire(
name: string,
arg1?: any,
arg2?: any,
arg3?: any,
arg4?: any,
arg5?: any,
arg6?: any,
arg7?: any,
arg8?: any): EventHandler
Fire an event, all additional arguments are passed on to the event listener.
string
Name of event to fire.
any
First argument that is passed to the event handler.
any
Second argument that is passed to the event handler.
any
Third argument that is passed to the event handler.
any
Fourth argument that is passed to the event handler.
any
Fifth argument that is passed to the event handler.
any
Sixth argument that is passed to the event handler.
any
Seventh argument that is passed to the event handler.
any
Eighth argument that is passed to the event handler.
Self for chaining.
obj.fire('test', 'This is the message')
Component.fire
getShapePosition(): Vec3
Returns the world position for the collision shape, taking into account of any offsets.
The world position for the collision shape.
getShapeRotation(): Quat
Returns the world rotation for the collision shape, taking into account of any offsets.
The world rotation for the collision.
hasEvent(name: string): boolean
Test if there are any handlers bound to an event name.
string
The name of the event to test.
boolean
True if the object has handlers bound to the specified event name.
obj.on('test', () => {}) // bind an event to 'test'
obj.hasEvent('test') // returns true
obj.hasEvent('hello') // returns false
Component.hasEvent
off(
name?: string,
callback?: HandleEventCallback,
scope?: any): EventHandler
Detach an event handler from an event. If callback is not provided then all callbacks are unbound from the event, if scope is not provided then all events with the callback will be unbound.
string
Name of the event to unbind.
HandleEventCallback
Function to be unbound.
any
Scope that was used as the this when the event is fired.
Self for chaining.
const handler = () => {}
obj.on('test', handler)
obj.off() // Removes all events
obj.off('test') // Removes all events called 'test'
obj.off('test', handler) // Removes all handler functions, called 'test'
obj.off('test', handler, this) // Removes all handler functions, called 'test' with scope this
Component.off
on(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
obj.on('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
const evt = obj.on('test', (a, b) => {
console.log(a + b)
})
// some time later
evt.off()
Component.on
once(
name: string,
callback: HandleEventCallback,
scope?: any): EventHandle
Attach an event handler to an event. This handler will be removed after being fired once.
string
Name of the event to bind the callback to.
HandleEventCallback
Function that is called when event is fired. Note the callback is limited to 8 arguments.
any = ...
Object to use as 'this' when the event is fired, defaults to current this.
obj.once('test', (a, b) => {
console.log(a + b)
})
obj.fire('test', 1, 2) // prints 3 to the console
obj.fire('test', 1, 2) // not going to get handled
Component.once
static EVENT_COLLISIONEND: string = 'collisionend';
Fired when two rigid bodies stop touching. The handler is passed an Entity that represents the other rigid body involved in the collision.
entity.collision.on('collisionend', (other) => {
console.log(`${'${entity.name}'} stopped touching ${'${other.name}'}`)
})
static EVENT_COLLISIONSTART: string = 'collisionstart';
Fired when two rigid bodies start touching. The handler is passed the ContactResult object which contains details of the contact between the two rigid bodies.
entity.collision.on('collisionstart', (result) => {
console.log(`${'${entity.name}'} started touching ${'${result.other.name}'}`)
})
static EVENT_CONTACT: string = 'contact';
Fired when a contact occurs between two rigid bodies. The handler is passed a ContactResult object which contains details of the contact between the two rigid bodies.
entity.collision.on('contact', (result) => {
console.log(
`Contact between ${'${entity.name}'} and ${'${result.other.name}'}`
)
})
static EVENT_TRIGGERENTER: string = 'triggerenter';
Fired when a rigid body enters a trigger volume. The handler is passed an Entity representing the rigid body that entered this collision volume.
entity.collision.on('triggerenter', (other) => {
console.log(`${'${other.name}'} entered trigger volume ${'${entity.name}'}`)
})
static EVENT_TRIGGERLEAVE: string = 'triggerleave';
Fired when a rigid body exits a trigger volume. The handler is passed an Entity representing the rigid body that exited this collision volume.
entity.collision.on('triggerleave', (other) => {
console.log(`${'${other.name}'} exited trigger volume ${'${entity.name}'}`)
})