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.
Optionalarg1: anyFirst argument that is passed to the event handler.
Optionalarg2: anySecond argument that is passed to the event handler.
Optionalarg3: anyThird argument that is passed to the event handler.
Optionalarg4: anyFourth argument that is passed to the event handler.
Optionalarg5: anyFifth argument that is passed to the event handler.
Optionalarg6: anySixth argument that is passed to the event handler.
Optionalarg7: anySeventh argument that is passed to the event handler.
Optionalarg8: anyEighth argument that is passed to the event handler.
Self for chaining.
Test if there are any handlers bound to an event name.
The name of the event to test.
True if the object has handlers bound to the specified event name.
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.
Optionalname: stringName of the event to unbind.
Optionalcallback: HandleEventCallbackFunction to be unbound.
Optionalscope: anyScope that was used as the this when the event is fired.
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.
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.
Optionalscope: any = ...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.
Optionalscope: any = ...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.
Optionaloptions: {The additional options for the raycasting.
OptionalfilterCallback?: FunctionCustom function to use to filter entities. Must return true to proceed with result. Takes the entity to evaluate as argument.
OptionalfilterCollisionGroup?: numberCollision group to apply to the raycast.
OptionalfilterCollisionMask?: numberCollision mask to apply to the raycast.
OptionalfilterTags?: any[]Tags filters. Defined the same way as a Tags#has query but within an array.
Optionalsort?: booleanWhether 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.
Optionaloptions: {The additional options for the raycasting.
OptionalfilterCallback?: FunctionCustom function to use to filter entities. Must return true to proceed with result. Takes one argument: the entity to evaluate.
OptionalfilterCollisionGroup?: numberCollision group to apply to the raycast.
OptionalfilterCollisionMask?: numberCollision mask to apply to the raycast.
OptionalfilterTags?: any[]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.
StaticEVENT_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 manages the physics simulation for all rigid body components in the application. It creates and maintains the underlying Ammo.js physics world, handles physics object creation and destruction, performs physics raycasting, detects and reports collisions, and updates the transforms of entities with rigid bodies after each physics step.
The system controls global physics settings like gravity and provides methods for raycasting and collision detection.
This system is only functional if your application has loaded the Ammo.js WasmModule.