The world space vector representing global gravity in the physics simulation. Defaults to [0, -9.81, 0] which is an approximation of the gravitational force on Earth.
Fire an event, all additional arguments are passed on to the event listener.
Name of event to fire.
Optional
arg1: anyFirst argument that is passed to the event handler.
Optional
arg2: anySecond argument that is passed to the event handler.
Optional
arg3: anyThird argument that is passed to the event handler.
Optional
arg4: anyFourth argument that is passed to the event handler.
Optional
arg5: anyFifth argument that is passed to the event handler.
Optional
arg6: anySixth argument that is passed to the event handler.
Optional
arg7: anySeventh argument that is passed to the event handler.
Optional
arg8: anyEighth argument that is passed to the event handler.
Self for chaining.
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.
Optional
name: stringName of the event to unbind.
Optional
callback: HandleEventCallbackFunction to be unbound.
Optional
scope: objectScope that was used as the this when the event is fired.
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.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: object = ...Object to use as 'this' when the event is fired, defaults to current this.
Can be used for removing event in the future.
Attach an event handler to an event. This handler will be removed after being fired once.
Name of the event to bind the callback to.
Function that is called when event is fired. Note the callback is limited to 8 arguments.
Optional
scope: object = ...Object to use as 'this' when the event is fired, defaults to current this.
Raycast the world and return all entities the ray hits. It returns an array of RaycastResult, one for each hit. If no hits are detected, the returned array will be of length 0. Results are sorted by distance with closest first.
The world space point where the ray starts.
The world space point where the ray ends.
Optional
options: { The additional options for the raycasting.
Custom function to use to filter entities. Must return true to proceed with result. Takes the entity to evaluate as argument.
Collision group to apply to the raycast.
Collision mask to apply to the raycast.
Tags filters. Defined the same way as a Tags#has query but within an array.
Whether to sort raycast results based on distance with closest first. Defaults to false.
An array of raycast hit results (0 length if there were no hits).
// Return all results of a raycast between 0, 2, 2 and 0, -2, -2
const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2));
// Return all results of a raycast between 0, 2, 2 and 0, -2, -2
// where hit entity is tagged with `bird` OR `mammal`
const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2), {
filterTags: [ "bird", "mammal" ]
});
// Return all results of a raycast between 0, 2, 2 and 0, -2, -2
// where hit entity has a `camera` component
const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2), {
filterCallback: (entity) => entity && entity.camera
});
// Return all results of a raycast between 0, 2, 2 and 0, -2, -2
// where hit entity is tagged with (`carnivore` AND `mammal`) OR (`carnivore` AND `reptile`)
// and the entity has an `anim` component
const hits = this.app.systems.rigidbody.raycastAll(new Vec3(0, 2, 2), new Vec3(0, -2, -2), {
filterTags: [
[ "carnivore", "mammal" ],
[ "carnivore", "reptile" ]
],
filterCallback: (entity) => entity && entity.anim
});
Raycast the world and return the first entity the ray hits. Fire a ray into the world from start to end, if the ray hits an entity with a collision component, it returns a RaycastResult, otherwise returns null.
The world space point where the ray starts.
The world space point where the ray ends.
Optional
options: { The additional options for the raycasting.
Custom function to use to filter entities. Must return true to proceed with result. Takes one argument: the entity to evaluate.
Collision group to apply to the raycast.
Collision mask to apply to the raycast.
Tags filters. Defined the same way as a Tags#has query but within an array.
The result of the raycasting or null if there was no hit.
Static
EVENT_Fired when a contact occurs between two rigid bodies. The handler is passed a SingleContactResult object containing details of the contact between the two bodies.
The RigidBodyComponentSystem maintains the dynamics world for simulating rigid bodies, it also controls global values for the world such as gravity. Note: The RigidBodyComponentSystem is only valid if 3D Physics is enabled in your application. You can enable this in the application settings for your project.