Collider
Description
This component establishes a physics collider on an entity.
ColliderShape
Type | Description |
---|---|
Box | Box |
Sphere | Sphere |
Plane | Plane |
Capsule | Capsule |
Cone | Cone |
Cylinder | Cylinder |
Properties
Property | Type | Default | Description |
---|---|---|---|
shape | ecs.ColliderShape | ecs.ColliderShape.Box | Supported shape types include geometries and auto generated shapes from meshes |
width | number | 0 | Width of Box or Plane shapes |
height | number | 0 | Height of Box, Plane, Capsule, Cone, or Cylinder shapes |
depth | number | 0 | Depth of Box shape |
radius | number | 0 | Radius of Sphere, Capsule, Cone, or Cylinder shapes |
mass | number | 0 | Mass of the entity. Setting the value to 0 makes the entity Static. |
eventOnly | boolean | false | Determines if the object should only dispatch collision events, and not physically respond |
gravityFactor | number | 1 | Factor of which to scale the world’s gravity |
lockXAxis | boolean | false | Disables rotation on the X Axis |
lockYAxis | boolean | false | Disables rotation on the Y Axis |
lockZAxis | boolean | false | Disables rotation on the Z Axis |
friction | number | 0.5 | The amount of contact friction on the entity |
restitution | number | 0 | The bounciness of the entity |
linearDamping | number | 0 | The amount of air resistance while moving |
angularDamping | number | 0 | The amount of air resistance while rotating |
spinningFriction | number | 0 | The amount of friction on the entity while spinning |
lockXPosition | boolean | false | Prevents movement of the collider along the X-axis |
lockYPosition | boolean | false | Prevents movement of the collider along the Y-axis |
lockZPosition | boolean | false | Prevents movement of the collider along the Z-axis |
highPrecision | boolean | false | Enables continuous collision detection to increase precision of collision events |
offsetX | number | 0 | Local X offset of the collider shape from the object origin |
offsetY | number | 0 | Local Y offset of the collider shape from the object origin |
offsetZ | number | 0 | Local Z offset of the collider shape from the object origin |
rollingFriction | number | 0 | The amount of friction on the entity while rolling |
Functions
Get
Returns a read-only reference.
Example
ecs.Collider.get(world, component.eid)
Set
Ensures the component exists on the entity, then assigns the (optional) data to the component.
Example
ecs.Collider.set(world, component.eid, {
shape: 'ecs.ColliderShape.Box',
width: 0,
height: 0,
depth: 0,
radius: 0,
mass: 0,
eventOnly: false,
gravityFactory: 1,
lockXAxis: false,
lockYAxis: false,
lockZAxis: false,
friction: 0.5,
restitution: 0,
linearDamping: 0,
angularDamping: 0,
spinningFriction: 0
})
Mutate
Perform an update to the component within a callback function. Return true
to indicate no changes made.
Example
ecs.Collider.mutate(world, component.eid, (cursor) => {
cursor.mass = 5;
cursor.friction = 0.8;
return false;
})
Remove
Removes the component from the entity.
Example
ecs.Collider.remove(world, component.eid)
Has
Returns true
if the component is present on the entity.
Example
ecs.Collider.has(world, component.eid)
Reset
Adds, or resets the component to its default state.
Example
ecs.Collider.reset(world, component.eid)
Advanced Functions
Cursor
Returns a mutable reference. Cursors are reused so only one cursor for each component can exist at a time.
Example
ecs.Collider.cursor(world, component.eid)
Acquire
Same behavior as cursor, but commit must be called after the cursor is done being used.
Example
ecs.Collider.acquire(world, component.eid)
Commit
Called after acquire. An optional third argument determines whether the cursor was mutated or not.
Example
ecs.Collider.commit(world, component.eid)
ecs.Collider.commit(world, component.eid, false)
Dirty
Mark the entity as having been mutated. Only needed in a specific case where systems are mutating data.
Example
ecs.Collider.dirty(world, component.eid)