コライダー
説明
このコンポーネントは、エンティティに物理コライダーを確立します。
コライダーシェイプ
| タイプ | 説明 |
|---|---|
| ボックス | ボックス |
| スフィア | スフィア |
| 飛行機 | 飛行機 |
| カプセル | カプセル |
| コーン | コーン |
| シリンダ ー | シリンダー |
コライダー型
| タイプ | 概要 |
|---|---|
| スタティック | シミュレーションでは動かず、あたかも質量が無限であるかのように振る舞う物体に適用される。 |
| ダイナミック | 力、重力、衝突の影響を受ける、完全にシミュレートされた現実の物体に適用される。 |
| キネマティック | 力の影響を受けず、ユーザーによって完全にプログラム制御されるオブジェクトに適用される。 静的ボディとは異なり、運動ボディは動くことができ、衝突によって他の動的ボディに影響を与えることができる。 |
プロパティ
| プロパティ | タイプ | デフォルト | 説明 |
|---|---|---|---|
| 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 |
| offsetQuaternionX | number | 0 | Quaterion X offset of the collider shape from the object orientation |
| offsetQuaternionY | number | 0 | Quaterion Y offset of the collider shape from the object orientation |
| offsetQuaternionZ | number | 0 | Quaterion Z offset of the collider shape from the object orientation |
| offsetQuaternionW | number | 1 | Quaterion W offset of the collider shape from the object orientation |
機能
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)