Engine API Reference - v2.6.1
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    Class RigidBodyComponent

    The RigidBodyComponent, when combined with a CollisionComponent, allows your entities to be simulated using realistic physics. A RigidBodyComponent will fall under gravity and collide with other rigid bodies. Using scripts, you can apply forces and impulses to rigid bodies.

    You should never need to use the RigidBodyComponent constructor directly. To add an RigidBodyComponent to an Entity, use Entity#addComponent:

    // Create a static 1x1x1 box-shaped rigid body
    const entity = pc.Entity();
    entity.addComponent('collision'); // Without options, this defaults to a 1x1x1 box shape
    entity.addComponent('rigidbody'); // Without options, this defaults to a 'static' body

    To create a dynamic sphere with mass of 10, do:

    const entity = pc.Entity();
    entity.addComponent('collision', {
    type: 'sphere'
    });
    entity.addComponent('rigidbody', {
    type: 'dynamic',
    mass: 10
    });

    Once the RigidBodyComponent is added to the entity, you can access it via the rigidbody property:

    entity.rigidbody.mass = 10;
    console.log(entity.rigidbody.mass);

    Relevant Engine API examples:

    Hierarchy (View Summary)

    Index

    Properties

    entity: Entity

    The Entity that this Component is attached to.

    The ComponentSystem used to create this Component.

    Accessors

    • get restitution(): number

      Gets the value that controls the amount of energy lost when two rigid bodies collide.

      Returns number

    • set restitution(restitution: number): void

      Sets the value that controls the amount of energy lost when two rigid bodies collide. The calculation multiplies the restitution values for both colliding bodies. A multiplied value of 0 means that all energy is lost in the collision while a value of 1 means that no energy is lost. Should be set in the range 0 to 1. Defaults to 0.

      Parameters

      • restitution: number

      Returns void

    Methods

    • Apply an force to the body at a point. By default, the force is applied at the origin of the body. However, the force can be applied at an offset this point by specifying a world space vector from the body's origin to the point of application. This function has two valid signatures. You can either specify the force (and optional relative point) via 3D-vector or numbers.

      Parameters

      • x: number | Vec3

        A 3-dimensional vector representing the force in world space or the x-component of the force in world space.

      • Optionaly: number | Vec3

        An optional 3-dimensional vector representing the relative point at which to apply the impulse in world space or the y-component of the force in world space.

      • Optionalz: number

        The z-component of the force in world space.

      • Optionalpx: number

        The x-component of a world space offset from the body's position where the force is applied.

      • Optionalpy: number

        The y-component of a world space offset from the body's position where the force is applied.

      • Optionalpz: number

        The z-component of a world space offset from the body's position where the force is applied.

      Returns void

      // Apply an approximation of gravity at the body's center
      this.entity.rigidbody.applyForce(0, -10, 0);
      // Apply an approximation of gravity at 1 unit down the world Z from the center of the body
      this.entity.rigidbody.applyForce(0, -10, 0, 0, 0, 1);
      // Apply a force at the body's center
      // Calculate a force vector pointing in the world space direction of the entity
      const force = this.entity.forward.clone().mulScalar(100);

      // Apply the force
      this.entity.rigidbody.applyForce(force);
      // Apply a force at some relative offset from the body's center
      // Calculate a force vector pointing in the world space direction of the entity
      const force = this.entity.forward.clone().mulScalar(100);

      // Calculate the world space relative offset
      const relativePos = new pc.Vec3();
      const childEntity = this.entity.findByName('Engine');
      relativePos.sub2(childEntity.getPosition(), this.entity.getPosition());

      // Apply the force
      this.entity.rigidbody.applyForce(force, relativePos);
    • Apply an impulse (instantaneous change of velocity) to the body at a point. This function has two valid signatures. You can either specify the impulse (and optional relative point) via 3D-vector or numbers.

      Parameters

      • x: number | Vec3

        A 3-dimensional vector representing the impulse in world space or the x-component of the impulse in world space.

      • Optionaly: number | Vec3

        An optional 3-dimensional vector representing the relative point at which to apply the impulse in the local space of the entity or the y-component of the impulse to apply in world space.

      • Optionalz: number

        The z-component of the impulse to apply in world space.

      • Optionalpx: number

        The x-component of the point at which to apply the impulse in the local space of the entity.

      • Optionalpy: number

        The y-component of the point at which to apply the impulse in the local space of the entity.

      • Optionalpz: number

        The z-component of the point at which to apply the impulse in the local space of the entity.

      Returns void

      // Apply an impulse along the world space positive y-axis at the entity's position.
      const impulse = new pc.Vec3(0, 10, 0);
      entity.rigidbody.applyImpulse(impulse);
      // Apply an impulse along the world space positive y-axis at 1 unit down the positive
      // z-axis of the entity's local space.
      const impulse = new pc.Vec3(0, 10, 0);
      const relativePoint = new pc.Vec3(0, 0, 1);
      entity.rigidbody.applyImpulse(impulse, relativePoint);
      // Apply an impulse along the world space positive y-axis at the entity's position.
      entity.rigidbody.applyImpulse(0, 10, 0);
      // Apply an impulse along the world space positive y-axis at 1 unit down the positive
      // z-axis of the entity's local space.
      entity.rigidbody.applyImpulse(0, 10, 0, 0, 0, 1);
    • Apply torque (rotational force) to the body. This function has two valid signatures. You can either specify the torque force with a 3D-vector or with 3 numbers.

      Parameters

      • x: number | Vec3

        A 3-dimensional vector representing the torque force in world space or the x-component of the torque force in world space.

      • Optionaly: number

        The y-component of the torque force in world space.

      • Optionalz: number

        The z-component of the torque force in world space.

      Returns void

      // Apply via vector
      const torque = new pc.Vec3(0, 10, 0);
      entity.rigidbody.applyTorque(torque);
      // Apply via numbers
      entity.rigidbody.applyTorque(0, 10, 0);
    • Apply a torque impulse (rotational force applied instantaneously) to the body. This function has two valid signatures. You can either specify the torque force with a 3D-vector or with 3 numbers.

      Parameters

      • x: number | Vec3

        A 3-dimensional vector representing the torque impulse in world space or the x-component of the torque impulse in world space.

      • Optionaly: number

        The y-component of the torque impulse in world space.

      • Optionalz: number

        The z-component of the torque impulse in world space.

      Returns void

      // Apply via vector
      const torque = new pc.Vec3(0, 10, 0);
      entity.rigidbody.applyTorqueImpulse(torque);
      // Apply via numbers
      entity.rigidbody.applyTorqueImpulse(0, 10, 0);
    • 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', () => {}); // 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: any

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

      Returns EventHandler

      Self for chaining.

      const handler = () => {};
      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: any = ...

        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', (a, b) => {
      console.log(a + b);
      });
      obj.fire('test', 1, 2); // prints 3 to the console
      const evt = obj.on('test', (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: any = ...

        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', (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
    • Teleport an entity to a new world space position, optionally setting orientation. This function should only be called for rigid bodies that are dynamic. This function has three valid signatures. The first takes a 3-dimensional vector for the position and an optional 3-dimensional vector for Euler rotation. The second takes a 3-dimensional vector for the position and an optional quaternion for rotation. The third takes 3 numbers for the position and an optional 3 numbers for Euler rotation.

      Parameters

      • x: number | Vec3

        A 3-dimensional vector holding the new position or the new position x-coordinate.

      • Optionaly: number | Vec3 | Quat

        A 3-dimensional vector or quaternion holding the new rotation or the new position y-coordinate.

      • Optionalz: number

        The new position z-coordinate.

      • Optionalrx: number

        The new Euler x-angle value.

      • Optionalry: number

        The new Euler y-angle value.

      • Optionalrz: number

        The new Euler z-angle value.

      Returns void

      // Teleport the entity to the origin
      entity.rigidbody.teleport(pc.Vec3.ZERO);
      // Teleport the entity to the origin
      entity.rigidbody.teleport(0, 0, 0);
      // Teleport the entity to world space coordinate [1, 2, 3] and reset orientation
      const position = new pc.Vec3(1, 2, 3);
      entity.rigidbody.teleport(position, pc.Vec3.ZERO);
      // Teleport the entity to world space coordinate [1, 2, 3] and reset orientation
      entity.rigidbody.teleport(1, 2, 3, 0, 0, 0);

    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.rigidbody.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 a ContactResult object containing details of the contact between the two rigid bodies.

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

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

    entity.rigidbody.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 trigger volume that this rigid body entered.

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

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

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