Colisionador
Descripción
Este componente establece un colisionador de física en una entidad.
ColliderShape
Tipo | Descripción |
---|---|
Caja | Caja |
Esfera | Esfera |
Plano | Plano |
Cápsula | Cápsula |
Cono | Cono |
Cilindro | Cilindro |
ColliderType
Tipo | Descripción |
---|---|
Estático | Se aplica a un objeto que no se mueve bajo simulación y se comporta como si tuviera masa infinita |
Dinámico | Se aplica a un objeto real totalmente simulado al que afectan las fuerzas, la gravedad y las colisiones. |
Cinemática | Se aplica a un objeto cuyo movimiento no se ve afectado por las fuerzas, sino que está totalmente controlado mediante programación por el usuario. A diferencia de los cuerpos estáticos, los cuerpos cinemáticos pueden moverse y afectar a otros cuerpos dinámicos mediante colisiones. |
Propiedades
Propiedad | Tipo | Por defecto | Descripción |
---|---|---|---|
type | ecs.ColliderType | ecs.ColliderType.Static | Supported types include static, dynamic, and kinematic |
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 |
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, negative values absorb impact |
linearDamping | number | 0 | The amount of air resistance while moving |
angularDamping | number | 0 | The amount of air resistance while rotating |
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 |
Funciones
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.Sphere,
type: ecs.ColliderType.Static,
radius: 1,
mass: 0,
eventOnly: false,
gravityFactory: 1,
lockXAxis: false,
lockYAxis: false,
lockZAxis: false,
friction: 0.5,
restitution: 0,
linearDamping: 0,
angularDamping: 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)