API Reference

Class List

CollisionComponent

Extends: Component

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 (Static) Rigid Body (Dynamic or Kinematic) Trigger Volume
Rigid Body (Static)
  • contact
  • collisionstart
  • collisionend
Rigid Body (Dynamic or Kinematic)
  • contact
  • collisionstart
  • collisionend
  • contact
  • collisionstart
  • collisionend
  • triggerenter
  • triggerleave
Trigger Volume
  • triggerenter
  • triggerleave

Summary

Properties

angularOffset

The rotational offset of the collision shape from the Entity rotation in local space.

asset

The asset for the model of the mesh collision volume - can also be an asset id.

axis

The local space axis with which the capsule, cylinder or cone-shaped collision volume's length is aligned.

halfExtents

The half-extents of the box-shaped collision volume in the x, y and z axes.

height

The total height of the capsule, cylinder or cone-shaped collision volume from tip to tip.

linearOffset

The positional offset of the collision shape from the Entity position along the local axes.

model

The model that is added to the scene graph for the mesh collision volume.

radius

The radius of the sphere, capsule, cylinder or cone-shaped collision volumes.

renderAsset

The render asset of the mesh collision volume - can also be an asset id.

type

The type of the collision volume.

Methods

getShapePosition

Returns the world position for the collision shape taking into account of any offsets.

getShapeRotation

Returns the world rotation for the collision shape taking into account of any offsets.

Events

collisionend

Fired two rigid-bodies stop touching.

collisionstart

Fired when two rigid bodies start touching.

contact

The 'contact' event is fired when a contact occurs between two rigid bodies.

triggerenter

Fired when a rigid body enters a trigger volume.

triggerleave

Fired when a rigid body exits a trigger volume.

Inherited

Properties

enabled

Enables or disables the component.

entity

The Entity that this Component is attached to.

system

The ComponentSystem used to create this Component.

Methods

fire

Fire an event, all additional arguments are passed on to the event listener.

hasEvent

Test if there are any handlers bound to an event name.

off

Detach an event handler from an event.

on

Attach an event handler to an event.

once

Attach an event handler to an event.

Details

Constructor

CollisionComponent(system, entity)

Create a new CollisionComponent.

Parameters

systemCollisionComponentSystem

The ComponentSystem that created this Component.

entityEntity

The Entity that this Component is attached to.

Properties

QuatangularOffset

The rotational offset of the collision shape from the Entity rotation in local space. Defaults to identity.

Asset, numberasset

The asset for the model of the mesh collision volume - can also be an asset id. Defaults to null.

numberaxis

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).

Vec3halfExtents

The half-extents of the box-shaped collision volume in the x, y and z axes. Defaults to [0.5, 0.5, 0.5].

numberheight

The total height of the capsule, cylinder or cone-shaped collision volume from tip to tip. Defaults to 2.

Vec3linearOffset

The positional offset of the collision shape from the Entity position along the local axes. Defaults to [0, 0, 0].

Modelmodel

The model that is added to the scene graph for the mesh collision volume.

numberradius

The radius of the sphere, capsule, cylinder or cone-shaped collision volumes. Defaults to 0.5.

Asset, numberrenderAsset

The render asset of the mesh collision volume - can also be an asset id. Defaults to null. If not set then the asset property will be checked instead.

stringtype

The type of the collision volume. Can be:

  • "box": A box-shaped collision volume.
  • "capsule": A capsule-shaped collision volume.
  • "compound": A compound shape. Any descendant entities with a collision component of type box, capsule, cone, cylinder or sphere will be combined into a single, rigid shape.
  • "cone": A cone-shaped collision volume.
  • "cylinder": A cylinder-shaped collision volume.
  • "mesh": A collision volume that uses a model asset as its shape.
  • "sphere": A sphere-shaped collision volume.

Defaults to "box".

Methods

getShapePosition()

Returns the world position for the collision shape taking into account of any offsets.

Returns

Vec3

The world position for the collision shape.

getShapeRotation()

Returns the world rotation for the collision shape taking into account of any offsets.

Returns

Quat

The world rotation for the collision.

Events

collisionend

Fired two rigid-bodies stop touching.

Parameters

otherEntity

The Entity that stopped touching this collision volume.

collisionstart

Fired when two rigid bodies start touching.

Parameters

resultContactResult

Details of the contact between the two Entities.

contact

The 'contact' event is fired when a contact occurs between two rigid bodies.

Parameters

resultContactResult

Details of the contact between the two rigid bodies.

triggerenter

Fired when a rigid body enters a trigger volume.

Parameters

otherEntity

The Entity that entered this collision volume.

triggerleave

Fired when a rigid body exits a trigger volume.

Parameters

otherEntity

The Entity that exited this collision volume.

Inherited

Properties

booleanenabled

Enables or disables the component.

Entityentity

The Entity that this Component is attached to.

ComponentSystemsystem

The ComponentSystem used to create this Component.

Methods

fire(name, [arg1], [arg2], [arg3], [arg4], [arg5], [arg6], [arg7], [arg8])

Fire an event, all additional arguments are passed on to the event listener.

obj.fire('test', 'This is the message');

Parameters

namestring

Name of event to fire.

arg1*

First argument that is passed to the event handler.

arg2*

Second argument that is passed to the event handler.

arg3*

Third argument that is passed to the event handler.

arg4*

Fourth argument that is passed to the event handler.

arg5*

Fifth argument that is passed to the event handler.

arg6*

Sixth argument that is passed to the event handler.

arg7*

Seventh argument that is passed to the event handler.

arg8*

Eighth argument that is passed to the event handler.

Returns

EventHandler

Self for chaining.

hasEvent(name)

Test if there are any handlers bound to an event name.

obj.on('test', function () { }); // bind an event to 'test'
obj.hasEvent('test'); // returns true
obj.hasEvent('hello'); // returns false

Parameters

namestring

The name of the event to test.

Returns

boolean

True if the object has handlers bound to the specified event name.

off([name], [callback], [scope])

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.

const handler = function () {
};
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

Parameters

namestring

Name of the event to unbind.

callbackHandleEventCallback

Function to be unbound.

scopeobject

Scope that was used as the this when the event is fired.

Returns

EventHandler

Self for chaining.

on(name, callback, [scope])

Attach an event handler to an event.

obj.on('test', function (a, b) {
    console.log(a + b);
});
obj.fire('test', 1, 2); // prints 3 to the console
const evt = obj.on('test', function (a, b) {
    console.log(a + b);
});
// some time later
evt.off();

Parameters

namestring

Name of the event to bind the callback to.

callbackHandleEventCallback

Function that is called when event is fired. Note the callback is limited to 8 arguments.

scopeobject

Object to use as 'this' when the event is fired, defaults to current this.

Returns

EventHandle

Can be used for removing event in the future.

once(name, callback, [scope])

Attach an event handler to an event. This handler will be removed after being fired once.

obj.once('test', function (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

Parameters

namestring

Name of the event to bind the callback to.

callbackHandleEventCallback

Function that is called when event is fired. Note the callback is limited to 8 arguments.

scopeobject

Object to use as 'this' when the event is fired, defaults to current this.

Returns

EventHandle
  • can be used for removing event in the future.