API Reference

Class List

RigidBodyComponentSystem

Extends: ComponentSystem

The RigidBodyComponentSystem maintains the dynamics world for simulating rigid bodies, it also controls global values for the world such as gravity. Note: The RigidBodyComponentSystem is only valid if 3D Physics is enabled in your application. You can enable this in the application settings for your project.

Summary

Properties

gravity

The world space vector representing global gravity in the physics simulation.

Methods

raycastAll

Raycast the world and return all entities the ray hits.

raycastFirst

Raycast the world and return the first entity the ray hits.

Events

contact

Fired when a contact occurs between two rigid bodies.

Inherited

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

Properties

Vec3gravity

The world space vector representing global gravity in the physics simulation. Defaults to [0, -9.81, 0] which is an approximation of the gravitational force on Earth.

Methods

raycastAll(start, end, [options])

Raycast the world and return all entities the ray hits. It returns an array of RaycastResult, one for each hit. If no hits are detected, the returned array will be of length 0. Results are sorted by distance with closest first.

// Return all results of a raycast between 0, 2, 2 and 0, -2, -2
const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2));
// Return all results of a raycast between 0, 2, 2 and 0, -2, -2
// where hit entity is tagged with `bird` OR `mammal`
const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2), {
    filterTags: [ "bird", "mammal" ]
});
// Return all results of a raycast between 0, 2, 2 and 0, -2, -2
// where hit entity has a `camera` component
const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2), {
    filterCallback: (entity) => entity && entity.camera
});
// Return all results of a raycast between 0, 2, 2 and 0, -2, -2
// where hit entity is tagged with (`carnivore` AND `mammal`) OR (`carnivore` AND `reptile`)
// and the entity has an `anim` component
const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2), {
    filterTags: [
        [ "carnivore", "mammal" ],
        [ "carnivore", "reptile" ]
    ],
    filterCallback: (entity) => entity && entity.anim
});

Parameters

startVec3

The world space point where the ray starts.

endVec3

The world space point where the ray ends.

optionsobject

The additional options for the raycasting.

options.sortboolean

Whether to sort raycast results based on distance with closest first. Defaults to false.

options.filterCollisionGroupnumber

Collision group to apply to the raycast.

options.filterCollisionMasknumber

Collision mask to apply to the raycast.

options.filterTagsany[]

Tags filters. Defined the same way as a Tags#has query but within an array.

options.filterCallbackfunction

Custom function to use to filter entities. Must return true to proceed with result. Takes the entity to evaluate as argument.

Returns

RaycastResult[]

An array of raycast hit results (0 length if there were no hits).

raycastFirst(start, end, [options])

Raycast the world and return the first entity the ray hits. Fire a ray into the world from start to end, if the ray hits an entity with a collision component, it returns a RaycastResult, otherwise returns null.

Parameters

startVec3

The world space point where the ray starts.

endVec3

The world space point where the ray ends.

optionsobject

The additional options for the raycasting.

options.filterCollisionGroupnumber

Collision group to apply to the raycast.

options.filterCollisionMasknumber

Collision mask to apply to the raycast.

options.filterTagsany[]

Tags filters. Defined the same way as a Tags#has query but within an array.

options.filterCallbackfunction

Custom function to use to filter entities. Must return true to proceed with result. Takes one argument: the entity to evaluate.

Returns

RaycastResult, null

The result of the raycasting or null if there was no hit.

Events

contact

Fired when a contact occurs between two rigid bodies.

Parameters

resultSingleContactResult

Details of the contact between the two bodies.

Inherited

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.