Allows to override the JS callbacks that Jolt will call from Wasm instance. Important - do not use arrow functions! Use regular ones.
Note that the functions will be re-evaluated and will lose their current scope, so don't reference any existing variables outside these functions.
For details, refer to Jolt documentation: Character Contact Listener
An object with one or more callback functions, allowing you to override the default ones.
Callback to adjust the velocity of a body as seen by the character.
OnAdjustBodyVelocity: function (inCharacter, inBody2, ioLinearVelocity,ioAngularVelocity) {}
Same as OnContactAdded
but when
colliding with a Character Virtual.
OnCharacterContactAdded: function (inCharacter, inOtherCharacter, inSubShapeID2,
inContactPosition, inContactNormal, ioSettings) {}
Same as OnContactSolve
but when
colliding with a CharacterVirtual.
OnCharacterContactSolve: function (inCharacter, inOtherCharacter, inSubShapeID2,
inContactPosition, inContactNormal, inContactVelocity, inContactMaterial,
inCharacterVelocity, ioNewCharacterVelocity) {}
Same as OnContactValidate
, but
when colliding with another Character Virtual.
OnCharacterContactValidate: function (inCharacter, inBodyID2, inSubShapeID2,
inContactPosition, inContactNormal, ioSettings) {}
Called whenever the character collides with a body.
OnContactAdded: function (inCharacter, inBodyID2, inSubShapeID2, inContactPosition,
inContactNormal, ioSettings) {}
Called whenever a contact is being used by the solver.
OnContactSolve: function (inCharacter, inBodyID2, inSubShapeID2, inContactPosition,
inContactNormal, inContactVelocity, inContactMaterial, inCharacterVelocity,
ioNewCharacterVelocity) {}
Checks if a character can collide with specified body. Return true if the contact is valid.
OnContactValidate: function (inCharacter, inBodyID2, inSubShapeID2) {}
Char Component System handles all Char Components.