A collision volume. Use this in conjunction with a RigidBodyComponent to make a collision volume that can be simulated using the physics engine.

If the Entity does not have a RigidBodyComponent then this collision volume will act as a trigger volume. When an entity with a dynamic or kinematic body enters or leaves an entity with a trigger volume, both entities will receive trigger events.

The following table shows all the events that can be fired between two Entities:

Rigid Body (Static) Rigid Body (Dynamic or Kinematic) Trigger Volume
Rigid Body (Static)
  • contact
  • collisionstart
  • collisionend
Rigid Body (Dynamic or Kinematic)
  • contact
  • collisionstart
  • collisionend
  • contact
  • collisionstart
  • collisionend
  • triggerenter
  • triggerleave
Trigger Volume
  • triggerenter
  • triggerleave

Hierarchy (View Summary)

Constructors

Properties

entity: Entity

The Entity that this Component is attached to.

The ComponentSystem used to create this Component.

Accessors

  • get type(): string
  • Gets the type of the collision volume.

    Returns string

  • set type(arg: string): void
  • Sets the type of the collision volume. Can be:

    • "box": A box-shaped collision volume.
    • "capsule": A capsule-shaped collision volume.
    • "compound": A compound shape. Any descendant entities with a collision component of type box, capsule, cone, cylinder or sphere will be combined into a single, rigid shape.
    • "cone": A cone-shaped collision volume.
    • "cylinder": A cylinder-shaped collision volume.
    • "mesh": A collision volume that uses a model asset as its shape.
    • "sphere": A sphere-shaped collision volume.

    Defaults to "box".

    Parameters

    • arg: string

    Returns void

Methods

  • Fire an event, all additional arguments are passed on to the event listener.

    Parameters

    • name: string

      Name of event to fire.

    • Optionalarg1: any

      First argument that is passed to the event handler.

    • Optionalarg2: any

      Second argument that is passed to the event handler.

    • Optionalarg3: any

      Third argument that is passed to the event handler.

    • Optionalarg4: any

      Fourth argument that is passed to the event handler.

    • Optionalarg5: any

      Fifth argument that is passed to the event handler.

    • Optionalarg6: any

      Sixth argument that is passed to the event handler.

    • Optionalarg7: any

      Seventh argument that is passed to the event handler.

    • Optionalarg8: any

      Eighth argument that is passed to the event handler.

    Returns EventHandler

    Self for chaining.

    obj.fire('test', 'This is the message');
    
  • Test if there are any handlers bound to an event name.

    Parameters

    • name: string

      The name of the event to test.

    Returns boolean

    True if the object has handlers bound to the specified event name.

    obj.on('test', function () { }); // bind an event to 'test'
    obj.hasEvent('test'); // returns true
    obj.hasEvent('hello'); // returns false
  • 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.

    Parameters

    • Optionalname: string

      Name of the event to unbind.

    • Optionalcallback: HandleEventCallback

      Function to be unbound.

    • Optionalscope: object

      Scope that was used as the this when the event is fired.

    Returns EventHandler

    Self for chaining.

    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
  • Attach an event handler to an event.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      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.

    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();
  • Attach an event handler to an event. This handler will be removed after being fired once.

    Parameters

    • name: string

      Name of the event to bind the callback to.

    • callback: HandleEventCallback

      Function that is called when event is fired. Note the callback is limited to 8 arguments.

    • Optionalscope: object = ...

      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.
    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

Events

EVENT_COLLISIONEND: string = 'collisionend'

Fired when two rigid bodies stop touching. The handler is passed an Entity that represents the other rigid body involved in the collision.

entity.collision.on('collisionend', (other) => {
console.log(`${entity.name} stopped touching ${other.name}`);
});
EVENT_COLLISIONSTART: string = 'collisionstart'

Fired when two rigid bodies start touching. The handler is passed the ContactResult object which contains details of the contact between the two rigid bodies.

entity.collision.on('collisionstart', (result) => {
console.log(`${entity.name} started touching ${result.other.name}`);
});
EVENT_CONTACT: string = 'contact'

Fired when a contact occurs between two rigid bodies. The handler is passed a ContactResult object which contains details of the contact between the two rigid bodies.

entity.collision.on('contact', (result) => {
console.log(`Contact between ${entity.name} and ${result.other.name}`);
});
EVENT_TRIGGERENTER: string = 'triggerenter'

Fired when a rigid body enters a trigger volume. The handler is passed an Entity representing the rigid body that entered this collision volume.

entity.collision.on('triggerenter', (other) => {
console.log(`${other.name} entered trigger volume ${entity.name}`);
});
EVENT_TRIGGERLEAVE: string = 'triggerleave'

Fired when a rigid body exits a trigger volume. The handler is passed an Entity representing the rigid body that exited this collision volume.

entity.collision.on('triggerleave', (other) => {
console.log(`${other.name} exited trigger volume ${entity.name}`);
});