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Collider

Description

This component establishes a physics collider on an entity.

ColliderShape

TypeDescription
BoxBox
SphereSphere
PlanePlane
CapsuleCapsule
ConeCone
CylinderCylinder

Properties

PropertyTypeDefaultDescription
shapeecs.ColliderShapeecs.ColliderShape.BoxSupported shape types include geometries and auto generated shapes from meshes
widthnumber0Width of Box or Plane shapes
heightnumber0Height of Box, Plane, Capsule, Cone, or Cylinder shapes
depthnumber0Depth of Box shape
radiusnumber0Radius of Sphere, Capsule, Cone, or Cylinder shapes
massnumber0Mass of the entity. Setting the value to 0 makes the entity Static.
eventOnlybooleanfalseDetermines if the object should only dispatch collision events, and not physically respond
gravityFactornumber1Factor of which to scale the world’s gravity
lockXAxisbooleanfalseDisables rotation on the X Axis
lockYAxisbooleanfalseDisables rotation on the Y Axis
lockZAxisbooleanfalseDisables rotation on the Z Axis
frictionnumber0.5The amount of contact friction on the entity
restitutionnumber0The bounciness of the entity
linearDampingnumber0The amount of air resistance while moving
angularDampingnumber0The amount of air resistance while rotating
spinningFrictionnumber0The amount of friction on the entity while spinning
lockXPositionbooleanfalsePrevents movement of the collider along the X-axis
lockYPositionbooleanfalsePrevents movement of the collider along the Y-axis
lockZPositionbooleanfalsePrevents movement of the collider along the Z-axis
highPrecisionbooleanfalseEnables continuous collision detection to increase precision of collision events
offsetXnumber0Local X offset of the collider shape from the object origin
offsetYnumber0Local Y offset of the collider shape from the object origin
offsetZnumber0Local Z offset of the collider shape from the object origin
rollingFrictionnumber0The 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)